Duel decks: knights vs. dragons deckliste
With Blue-Eyes getting 8 new cards, what do you think could make the deck relevant?
2024.05.19 03:08 Godzillagamr999 With Blue-Eyes getting 8 new cards, what do you think could make the deck relevant?
I personally like how Suship handles you having to play 3 Normal Monsters. Each sushi searches Shari (The Vanilla) in a different way, and self summons if you have Shari. Their Extra Deck cards draw 1 if Shari is used as material, meaning that a Shari in hand gets instantly replaced keeping card advantage.
I also think we could use a new Tuner, and since konami loves giving everyone a poplar, the Blue-Eyes poplar can be searchable with Sage making it a Snake-Eyes Ash for the deck.
As a massive Blue-Eyes fan I really hope this Structure Deck is powerful enough to make it tiered, if Yubel can do it so can Blue-Eyes.
Saga of Blue-Eyes White Dragon got me into playing Yugioh with my friends, not competatively, but we got into it enough to buy Legacy of the Duelist so we could duel against eachother and collect cards for cheap, so I think if this new Structure deck is strong, it could really bring in some new people.
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2024.05.19 03:02 Jackemw Help needed! - Pendulum Magician + Dragons Deck gets slapped when starting 2nd turn
| Hey all, Recently ive finally made it to mid platinum with this deck but I'm having serious issues with going second. I get slapped more often than not and cant work out how to solve the issue. My go to is Joker > pen summon as many monster as possible > heavy metalfoe > pop double iris 2x if possible > absolute if possible to chain into vortex or barrone and little knight or apollousa. My other extra deck is for reacting and it isn't doing all that well. Rebellion + rebellion overload is for otk when possible. beyond is when I can manage to link summon before pen summon. supreme king is to wipe when possible, starving veonom is to double up metalfoes or other useful effects. White wing magician and Dragoncaller magicians I've recently added to replace dragonpulse and dragonpit as I don't like their pen effect of discarding, white wing is a great extra tuner but dragoncaller is less useful than I thought. Odd-eyes wing dragon is new, replacing ignister. Odd-eyes synchron is super handy but more often than not I get into situations where I can summon 6 star or 9 star synchos which I don't have! I think one of the big weaknesses of this deck is having no reliable way of getting 2 monsters out for heavymetalfoe or beyond the pendulum to do additional pendulum summons from the extra deck. Bagooska is when I'm stuck, but doesn't help against link and pend magician doesn't get a lot of use. What tweaks can I make to get this deck working? Drop the XYZs? more syncho? Do I need to add Draco or Kashtria? I'm out of ideas. Any tips would be very much appreciated! https://preview.redd.it/urvy4yye7a1d1.jpg?width=894&format=pjpg&auto=webp&s=ddf7a4b5201ccf7b6c7313bc73c445a7441d2b55 submitted by Jackemw to masterduel [link] [comments] |
2024.05.19 02:15 thesheepshepard Roland Arryn, Knight of the Gate
PC
Reddit Account: u/TheSacredGroves Discord Tag: justinkayce
Name and House: Roland, of House Arryn
Age: 28
Cultural Group: Andal
Appearance: Tall, lean, well-muscled, handsome, fair -
Roland is the portrait of a Knight of legend, of the Winged Knight come again. Harsh sky-blue eyes, severe cheekbones, and the familial aquitaine nose give him a cold and distant look - but one frequently broken by his warm and gentle smile. He keeps his pale-blonde hair long and his jaw clean shaven, accentuating the lines of his face. Roland is always neat and clean, his armour burnished and his threads well-tailored and fashionable.
Trait: Blademaster
Skill(s): Swords (e), Andal Knight (e), Essosi Blademaster
Talent(s): Dancing, Hawking, Singing
Negative Trait(s): -
Starting Title(s): Knight of the Gate
Starting Location: King's Landing
Alternate Characters: n/a
Bio-Timeline
- 3 BC: Roland Arryn is born to King Joffrey I Arryn and his wife, Queen Sharra. The third son, Roland's birth firmly secures the succession - fortunately timed considering his father's death later that year.
- 1 BC: The Conquest passes the two year old Roland by, the only impact on him being the squall he raised when Vhagar landed atop the Eyrie.
- 1-4 AC: The post-conquest world is the only one Roland knows, and he grows up in a household dedicated much to it. House Arryn in this period is an odd family, to say the least. Sharra Arryn's attentions are much divided and she has less time than a mother normally would for her third son; Roland is mostly raised by the medley of the Arryn Household and Court and is well-moulded by that as the expectations of maester, septon, courtiers, knights, servants, begin to be shape him into what an Arryn 'should' be in the eyes of their people.
- 5 AC: Roland struggles to find his place as a third son with little direct supervision. It is decided early that he does not have the smarts to become Septon nor Maester... but even as a youth Roland has a keen interest in the training yard, often an annoying shadow to his eldest brother and his squire friends. However, even at eight years old it is clear there is a natural talent to the boy - and when he defeats a squire four years older than him in a training bout in the presence of Lord Corbray, the famed Raven Knight, takes the precocious boy on as a page.
- 6 AC: Roland is by Lord Corbray's side when he tracks down the Root Father. Now a newly minted squire, Roland ignores his knight's orders to remain with the horses and sneaks after them. He kills his first man there, taking a clansman from behind as he in turn tried to attack the Raven Knight from the back. It is not an honourable kill or a clean death, and Roland is badly injured in the scuffle - but he survives. Lord Corbray is furious, and fiercely instils in Roland the importance of fighting with chivalry and honour. He almost abandons Roland, but his tearful begging convinces the Raven Knight that Roland is genuine in his regret.
- 7 AC: Visenya Targaryen's visits to the Eyrie become more frequent, and Roland's wariness of the stern, dragon-riding pagan is overcome by his fascination with said dragon, her skill with the blade... and his mother's growing closeness to the Queen. Visenya becomes something of a second mother to Roland, and her influences war with Lord Corbray's own. From Lord Corbray, Roland learns chivalry, honour, piety, and how a true Andal Knight should act. From Queen Visenya, Roland learns the importance of victory, and an understanding that wars must be won - he learns practicalities and realities. It is a schism within Roland that troubles him, but from both he learns the blade and even at ten it is more and more obvious there is something special about Roland. He quarrels sometimes with his brothers. Jonos, as even at ten, Roland could find little but disdain for his scheming, sneering, brother, and Ronnel as again even at ten, Roland already began to see himself as the better sword (and grows envious that Ronnel gets to adventure and party while Lord Corbray keeps Roland on a much tighter leash).
- 10 AC: Roland learns of his mother's death while at Heart's Home. He returns home swiftly, and his grief is overwhelming. There are few Roland can turn to; Ronnel is concerned with his marriage and rulership, Arwen retreats into the forests, and Jonos is Jonos. Roland relies further on Visenya, who has experienced such grief herself recently and guides Roland through it. Her place as a mother to Roland is confirmed in utterance. To distract himself, Roland throws himself fully into his training and an ensuing victory at a squire's melee at the age of ten and three sparks his reputation as a squire to watch across the Vale.
- 12 AC: Roland, at ten and five, wins the squire's tourney at Maiden’s Bay. He is stopped from sneaking into the higher tourneys by Lord Corbray, much to Roland's chargrin and his demand to be knighted is refused. His calamitously sized ego is rapidly deflated by the Eyrie's Septon and Queen Visenya, who pick him apart and teach him between them the values of humility, and the value of letting ones abilities speak for themselves. Roland does his best to control his pride in the future; ego is rarely ever an issue from him.
- 13 AC: While the honour of the day goes to the Cavaliers, Roland Arryn wins his spurs when the Painted Dogs are crushed under the Moon Gate, killing near as much as the Cavalier Superior herself. That his knighthood was overshadowed by an order of women warriors initially irritated Roland, but recalling his lessons from the last year, he happily shared the honour alongside them and was one of the voices that petitioned his brother to replace the Keeper with the Cavaliers. Knighted, Roland joins the Brotherhood of the Winged Knights and although young, is a key figure in helping rejuvenate the Brotherhood.
- 14 AC: Roland is betrothed to Alayne Waynwood; their romance is one from the storybooks, an instant and deep connection from the moment of meeting.
- 15 AC: Roland and Alayne wed as soon as they turn ten and eight. Part in celebration and part as dignitaries, the pair go to King's Landing together as guests of Lord Orys' great hunt for his son's coming of age. At the Kingswood Catastrophe, Roland saves Orys' life, but Alayne is slain defending other noblewomen. Roland hunts down, duels, and kills the King of the Wood afterwards. He is offered the Whitecloak for his service; on advice from Visenya, he declines, claiming his family needs him and he can defend Laenor and Visenya just as well in the Vale.
- 16 AC: Roland withdraws into mourning for a year, taking up a brutal campaign of bandit hunting in the Vale to cope with his grief.
- 17-18 AC: Roland returns to his brother's side, continuing to help rebuild the Brotherhood of the Winged Knights and slowly coming to terms with Alayne's death. He begins to more keenly ride the tourney track between his duties, earning a reputation as a fine lance alongside his growing reputation as one of the greatest knights in the realm.
- 19 AC: With Roland settling into his knightly role, Ronnel names him Knight of the Gate, with the downside of forcing Roland to have to keep a firm hand on Jonos from time to time when their brother is exiled to the Gate for yet another slight. The relationship between Jonos and Roland sours; where Ronnel threatens Jonos with exile or the Wall, Roland threatens him with death.
- 20 AC: Requested personally by Visenya, Roland tries to take on Prince Laenor as a squire. They are utterly ill-suited to the role, and after many frustrating failed training sessions in the yard, Roland gives up, labelling the Prince untrainable. The relationship between the two almost-siblings sours, but Roland works to repair the rift he created between them with much kinder words.
- 21 AC: Roland develops a relationship with a fellow Knight of the Vale, Colmar Corbray - the son and heir of the aging Raven Knight. Colmar has a fire in him that Roland can't help but seek, and he excuses Colmar's many flaws far too readily. It is a secretive bond, and toxic, but Roland does not believe he deserves better after letting Alayne die.
- 22 AC: The Winged Knights are whipped into fervour as yet another piece of the ancient armour is found. Roland himself dreams of perhaps finding more. Inspired my tales of the armour, the Brotherhood grows even further and in order to keep a firm hand on them, Ronnel makes Roland their Commander.
- 23 AC: Roland and Colmar's relationship deteriorates, ending in a duel that sees Colmar humiliated but, thankfully, alive. The two men hate each other from then on.
- 25 AC: Roland rides by his brother's side to King's Landing.
AC
Name and House: Marla of Gulltown
Age: 34
Cultural Group: Andal
Appearance: Broad and strong with well-calloused hands,
Marla is as obvious a blacksmith as Roland is a knight. She keeps her brown hair tied severely back, framing her dour face with its squinting brown and wide mouth that wears an almost perpetual frown.
Trait: Artisan (Weapons)
Skill(s): Craftsman (e weapons; e armor)
Talent(s): Whittling, singing, maintenance of arms and armour
Negative Trait(s): -
Starting Title(s): King's Landing
Starting Location: Master of the Armoury of the Bloody Gate
Timeline
- 9 BC: Marla of Gulltown is born to a master-armourer in Gulltown
- 1 BC: Marla begs her father to help as his assistant as he tries to deal with the massive increase in orders thanks to the Conquest; he reluctantly agrees. Her older brother dies when Vhagar burns the Vale's fleet.
- 2 AC: Marla secretly goes out to work her father's forge at night, practicing at smithing - and finding herself something of a prodigy.
- 6 AC: Her father dies of a weak heart. Marla and her mother discover his great gambling debts, and no money saved for them. They keep her father's death a secret as Marla works the forge to complete his current orders - what comes after that, no one knows.
- 7 AC: Somehow, the charade is kept up. Marla's father is portrayed as a recluse who has devoted himself to his work and the Smith and will see no one in person. This mystery increases the shop's popularity, and many marvel at how greatly his work has improved since taking up this holy vow of solitude.
- 10 AC: A young merchant attempts to woo Marla and is rebuffed. Spying on her, he discovers her secret, and spreads it through Gulltown. The reputation of the shop collapses, and Marla and her mother flee ahead of those furious at the deception, the Faith angry that they had been used, and the law's punishment for fraud. They flee to Pentos.
- 11 AC: Marla finds work with a Qohorik blacksmith, an old master, now drunk and washed up. He teaches her all he knows. Helping each other back to their feet, the pair set up a proper shop, once more, together.
- 15 AC: The old blacksmith dies; Pentos proves to be unfriendly in its business to a woman by herself without the old master by her side. Despairing, Marla hears about the Cavaliers of the Vale, and reckons that if her home will now accept female knights, surely they'll accept a female blacksmith.
- 16 AC: Marla returns to the Vale with her mother. She avoids Gulltown and instead heads to the Gates of the Moon, seeking to offer her services to the Cavaliers. She is accosted by vengeful Painted Dogs on the way, and saved by the miraculous intervention of Roland. He offers to accompany her to the Gates of the Moon, where Marla is gladly accepted.
- 17 AC: Having forged arms and armour for Roland as well, which Roland raves over, Roland has his brother take her on as the Arryn's personal smith and armourer.
- 19 AC: When Roland is given the Bloody Gate, he begs Marla to come with him, who agrees in part. The smith spends her time between the two Gates and the Eyrie, overseeing the arms and armours of all the Arryn forces. Mostly remaining at the Bloody Gate, Marla becomes an integral part of the Winged Knights.
- 20-24 AC: Marla is regularly persuaded to accompany Roland to yet another tourney to help maintain his arms and armour. She grumbles, but secretly enjoys the competitions. Tales of the Winged Knights armour fascinate the Blacksmith, and with her small amount of Qohorik experience she helps verify the pieces as true Valyrian Steel. Her and Roland worsen each others obsession with tracking down the rest.
- 25 AC: Marla rides to King's Landing with her Lord and Knight, ready to work her magic if Roland breaks his armour yet again.
Supporting Characters
- Septon Gernot, 41 (Medic) - Septon of the Gate
- Maester Guy, 42 (Scholar) - Maester of the Gate
- Ser Martin Donnerly, 36 (General) - Castellan of the Gate
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2024.05.19 02:07 Suavepuppy Dual-Colour Battle Box!
| https://preview.redd.it/liv3jl3xy91d1.jpg?width=6048&format=pjpg&auto=webp&s=e4ec7727729bacf500ba4e39774aabb26fb5cdf1 I want to start by saying I'm glad there is a community passionate about this format, as it has allowed me to enjoy getting back into magic after ~15 years. The accessibility is really refreshing and I appreciate all those who regularly post and help others with their decklists. While I haven't personally posted here before, I have gained many insights about the commanders I'm interested in, so my thanks for the dedication this community shows. I made this collection because I have a couple of friends who also dabble in various forms of MTG, so this is my gambit to get us all to play together. I also enjoy making things, so I made some deck boxes for each! We'll see how long the card stock holds up. I'm just getting back into the game so I'm sure most of these are quite janky. Many of them are based on other decklists, while removing some of the pricier cards and using my small collection of bulk to fill the gaps. I bought some singles as well, and I feel like much of the filler cards are generic and aren't specifically included with the goal of the deck in mind. I know each of these can be significantly improved, but I'm hoping they are balanced enough against each other for people to enjoy themselves. If there are any obvious choices of cards that are missing, feel free to let me know. [[Watcher of the Spheres]] - https://www.moxfield.com/decks/O1q_S9dkuUOOSdSamMeANw [[Asari Captain]] - https://www.moxfield.com/decks/Aw8efQxOa0u8BgPH1Dn1nA [[Jasmine, Boreal of the Seven]] - https://www.moxfield.com/decks/wajcAG134k-b24bnf_7rFw [[Indulging Patrician]] - https://www.moxfield.com/decks/PTloFoXHNUybwjBiw2sspA [[Balmor, Battlemage Captain]] - https://www.moxfield.com/decks/Qx0Z6rBkPkC3FkI761QEOw [[Battery Bearer]] - https://www.moxfield.com/decks/9dCnSKPgHU6zmfBiyGpGVg [[Silver-Fur Master]] - https://www.moxfield.com/decks/9Cox8QCx-0-0_pn4-gY2-w [[Tuya Bearclaw]] - https://www.moxfield.com/decks/6j2ofWdMrUSZlwlwV7jyJg [[Stromkirk Captain]] - https://www.moxfield.com/decks/xS8rL0MF2kyKrgJZwvMlYA [[Uurg, Spawn of Turg]] - https://www.moxfield.com/decks/VS-K4aQPg0W3y7wkMoyPRg submitted by Suavepuppy to PauperEDH [link] [comments] |
2024.05.19 01:51 w4xui why isnt mayakashi not meta anymore
| is there a problem w the mayakashis stoping it from being as good as it was like 2months ago (it's good for me) is there anything like wrong w it whats its cons so its unused in the new meta submitted by w4xui to DuelLinks [link] [comments] |
2024.05.19 01:29 IVRIS_ The HIGH TECH DRAGONS Series
2024.05.19 01:28 bamzing Friday Modern Challenges Results - May 17 2024
Source: https://www.mtgo.com/decklist/modern-challenge-32-2024-05-1712638673 Source: https://www.mtgo.com/decklist/modern-challenge-32-2024-05-1812638683 Winners
- tigress on Domain Zoo [Jegantha]
- @joetruuu on 5c Omnath
Decklists
Full Metagame Breakdown
9 BG Yawgmoth 7 BR Grief 6 Amulet Titan 5 Living End (4 4c, 1 Bant) 5 RW Burn 5 Rx Prowess (4 Temur, 1 RG) 4 Domain Zoo 3 UR Murktide 2 Domain Rhinos 2 Hardened Scales 2 UWx Control (1 4c, 1 Esper) 2 4c Goryo's Vengeance 2 RW Convoke 2 Mono G Tron 1 BG Coffers 1 RG Crimes 1 4c Omnath 1 5c Creativity 1 GW Emeria Control 1 Jund Saga 1 BR Shadow 1 RG Ponza 1 Esper Urza
10 Bx Grief (9 BR, 1 Mono B) 6 Domain Zoo 5 Rx Burn (4 RW, 1 Mardu) 4 4c Living End 4 Temur Prowess 4 Amulet Titan 3 BG Yawgmoth 2 UR Murktide 2 RG Crimes 2 Affinity 1 5c Omnath 1 Esper Urza 1 Mono G Tron 1 GW Emeria Control 1 Jund Creativity 1 Abzan Amalia 1 RG Assault Loam 1 Hardened Scales 1 Mono U Merfolk 1 RW Midrange 1 Timeless Lotus Amulet 1 4c Goryo's Vengeance 1 UB Shadow 1 GW Bogles 1 Restore Balance 1 Mono B Rack 1 4c Control
X-2 or better Archetype Breakdown
4 Amulet Titan 1 BG Yawgmoth 1 BR Grief 1 Living End (1 4c) 1 Domain Zoo 1 Domain Rhinos 1 Hardened Scales 1 UWx Control (1 4c) 1 BG Coffers 1 RG Crimes 1 4c Omnath
3 Bx Grief (3 BR) 3 4c Living End 2 Domain Zoo 2 Temur Prowess 2 Amulet Titan 1 Rx Burn (1 RW) 1 BG Yawgmoth 1 UR Murktide 1 5c Omnath 1 Esper Urza 1 Mono G Tron 1 GW Emeria Control 1 Jund Creativity
New Cards (OTJ/BIG)
Roxanne, Starfall Savant Lavaspur Boots Pillage the Bog Three Steps Ahead Magda, the Hoardmaster Freestrider Lookout Slickshot Show-Off High Noon Caustic Bronco Spinewoods Armadillo Assimilation Aegis Honest Rutstein Scorching Shot Lively Dirge Jace Reawakened Pest Control Nexus of Becoming Ancient Cornucopia Simulacrum Synthesizer Fomori Vault
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2024.05.19 01:18 bamzing Thursday Modern Challenges Results - May 16 2024
Source: https://www.mtgo.com/decklist/modern-challenge-32-2024-05-1612638652 Source: https://www.mtgo.com/decklist/modern-challenge-32-2024-05-1712638663 Winners
- Tubaba on BR Grief
- Filho_do_MOL on Amulet Titan
Decklists
Full Metagame Breakdown
9 Bx Grief (8 BR, 1 Jund) 8 Living End (7 4c, 1 Bant) 4 Amulet Titan 4 Temur Prowess 3 BG Yawgmoth 3 UR Murktide 3 4c Goryo's Vengeance 3 RW Burn 3 4c Omnath 3 Domain Zoo 3 Crimes (2 RG, 1 Jund) 3 Mono B Rack 2 Mono W Hammer 1 Hardened Scales 1 GW Emeria Control 1 Jeskai Urza 1 UB Mill 1 RW Midrange 1 Affinity 1 RG Tron 1 Mono G Stompy 1 BG Asmo 1 Esper Soulherder 1 4c Rhinos 1 Glimpse 1 Jund Creativity 1 Grixis Shadow
8 Bx Grief (7 BR, 1 Grixis) 6 Amulet Titan 6 Rx Prowess (5 Temur, 1 RW) 4 RW Burn 4 BG Yawgmoth 4 UWx Control (3 UW, 1 Esper) 3 Domain Zoo 3 Living End (2 4c, 1 Bant) 2 Affinity 1 4c Omnath 1 Abzan Amalia 1 UR Control 1 BG Coffers 1 UR Murktide 1 RG Ponza 1 RG Crimes 1 UG Infect 1 UR Breach 1 Dice Factory
X-2 or better Archetype Breakdown
3 Bx Grief (3 BR) 3 BG Yawgmoth 2 Amulet Titan 1 Living End (1 4c) 1 Temur Prowess 1 UR Murktide 1 4c Goryo's Vengeance 1 RW Burn 1 Hardened Scales 1 GW Emeria Control
5 Rx Prowess (4 Temur, 1 RW) 3 Amulet Titan 2 Bx Grief (1 Grixis, 1 BR) 2 RW Burn 2 Domain Zoo 1 BG Yawgmoth 1 Affinity
New Cards (OTJ/BIG)
Caustic Bronco Roxanne, Starfall Savant Slickshot Show-Off Lavaspur Boots Honest Rutstein Magda, the Hoardmaster Freestrider Lookout Requisition Raid Satoru, the Infiltrator Assimilation Aegis Pillage the Bog Three Steps Ahead Fomori Vault Pest Control Simulacrum Synthesizer Lost Jitte
Follow me on Twitter!
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ModernMagic [link] [comments]
2024.05.19 01:04 RaveHunter562 Contact Fusion are now in Rush Duels
2024.05.19 01:04 Chopernio Ser Malwyn Blackwood - Lord Commander of the Kingsguard Edwyn Blackwood - Lord of Raventree Hall
PC
Reddit Account:
choronga Discord Tag: Choner
Name and House: Malwyn Blackwood
Age: 53
Cultural Group: Riverlander (claims First Men heritage)
Appearance: Average in height, perhaps slightly taller than the next man. His build is that of a man who has fought his entire life, toned yet lean. His face sports the marks of battle, a few scars cross it, and his many wrinkles are a clear show of his advanced age, even though he definitely does not look as old as he is. His auburn hair somehow as kept its color, yet his hairline has receded considerably. His eyes are those of a tired man, yet they hold a glint still.
Trait: Strong
Skill(s): THS(e), First Man Warrior (e), Reckless
Talent(s): Complaining, Drinking in moderation, Dice games
Negative Trait(s): N/A
Starting Title(s): Lord Commander of the Kingsguard, The Bloodwood, Ser
Starting Location: Opening Event
Biography:
Malwyn was born the second child to Lord Morgan Blackwood and Lady Jeyne Blackwood nee Frey in the year 29 before Aegon's conquest.
His early years were peaceful. He had proven to be able with the blade from a young age, and while his brother Desmond received the education worthy of an heir, Malwyn practice relentlessly, almost obsessively.
The two brothers got along fine, but their relationship strained as Desmond began to feel undermined by his brother, as he wished to excel in everything, and Malwyn's swordfighting was clearly superior to Desmond's. The heir had been pampered and now, he couldn't find himself happy with all the attention he had received, he wished for martial recognition as well.
It would never come.
Desmond was not a bad swordsman, just not a good one. He had a cunning mind for strategy, sharp at numbers, a good memory, as by only one-and-ten he could remember almost all of the Houses' banners, holdings and words from the Kingdom of the Isles and Rivers. However, his blade handling was never even close to his brothers' and the constant attempts were met with failure, which only further enraged the Lord.
A daughter was born to Lord and Lady Blackwood when Malwyn was seven years of age. Cynthea, they called her.
Desmond inherited early. Lord Morgan perished at the hands of Lord Lothar Bracken in the eleventh year before the conquest. The twenty year old Lord Desmond quickly married, having his first son, Brynden, just a year after.
After Brynden followed two more, daughter and son, Jeyne and Addam, then another one, Alys, in the year 1BC and two more after the Conquest, Edwyn and Theomar.
All these years, Malwyn had yet not married, two years younger than his brother. He had been betrothed, but a knight of House Hoare defiled Malwyn's soon to be wife, murdered the girl's brother and the woman took her own life before the bastard of the Hoare monster was born. This left in Malwyn a sense of pure hatred for his Ironborn overlords.
Then, the dragons came.
While many saw this as a threat, Malwyn saw any who could bring the Hoares to a kneel as friends, and when they eventually not only defeated them, but decimated their rotten House, Malwyn jumped to the chance to pledge his sword to Aegon the Conqueror.
He was made a member of the Kingsguard soon after he joined the side of their invaders, which was seen by his family as betrayal. Malwyn saw those who followed the Tullys' call for independence as nothing but fools. A man had come and released them from their Ironborn overlords, and the Riverlords paid that man with bloody rebellion.
Malwyn grew close to the new Targaryen King, due to him being his stationed kingsguard most of the time. The Knight managed to save Aegon from the goldcloaks once, but not twice, and after his death he became Lord Commander of the Kingsguard, as the attack on King Aegon had caused death of Corlys Velaryon.
It is Malwyn, with the help of Willem Ryger, that reveals the Tullys as culprits to Visenya Targaryen, leading to the destruction of the trouts. There were more conspirers, but the Bloodwood remained silent.
The following years were calm. The rest of the Blackwoods had made it clear that they wished for nothing more than the death of Malwyn, for he was a craven, a traitor and a kneeler. Malwyn didn't care, he still held love for his brother, even if it had never been mutual.
Around these years, a young boy of House Mallister became Malwyn's squire, getting knighted by the Lord Commander in the year 11AC.
In the year five-and-ten after the conquest, during a a hunt to celebrate the 18th nameday of Orys Baratheon's heir, bandits attack. It is a surprisingly well organized force and manages to take hostage many of important figures. Malwyn leads the defense, and is forced to take difficult choices. His hands are stained in blood in the end, innocents dead because the Lord Commander chose not to save them in order to save others. The King of the Woods died in the hands of Roland Arryn, and Malwyn fought alongside him.
A year after, Addam Blackwood died, killed in a border skirmish with House Bracken.
Two years later, a foolish Bracken decided that claiming that a Blackwood hill was theirs by right was a great idea. The boy, not older than eight-and-ten, brought a letter for the Hand of the King, and he was met with Malwyn, who laughed at the boy and insulted him plenty. The boy called for a duel, and Malwyn slaughtered him.
This incensed the two ancient enemies' feud. House Blackwood joined with the Mallisters of Seagard and the North. House Bracken had the Riverlords at their side. The two armies met at the Red Fork, and the two Lords dueled. Lord Bracken's leg was maimed by Lord Desmond Blackwood, but Lord Blackwood received a wound on his chest that never healed, and would eventually kill him in the year 24 AC.
Two years after the battle that never was, Cerion Blackwood, Desmond's heir, died from a hunting accident. Suspicious circumstances.
The war was halted by the Belaerys dragon of Aegon's Rest.
Malwyn wouldn't go home until a moon before Desmond's death, being called by Edwyn Blackwood, the Heir to Raventree Hall. There the two spoke, and Malwyn left without saying anything a night after he arrived.
Now, he's back at King's Landing, and someone has pissed on his tent.
Timeline:
- 31BC: Desmond Blackwood is born to Lord and Lady Blackwood
- 29BC: Malwyn Blackwood is born to Lord and Lady Blackwood
- 25BC:
- 22BC: Cynthea Blackwood is born to Lord and Lady Blackwood
- 11BC: Lord Morgan Blackwood dies at the hand of a member of House Bracken, Desmond Blackwood becomes Lord of Raventree Hall.
- 10BC: Cerion Blackwood is born to Lord Desmond Blackwood
- 7BC: Jeyne Blackwood is born to Lord Desmond Blackwood
- 6BC: Addam Blackwood is born to Lord Desmond Blackwood
- 5BC: Malwyn's betrothed is assaulted by a Hoare, the woman's brother killed. The girl takes her own life after the event. Malwyn is left distraught
- 1BC: Alys Blackwood is born to Lord Desmond Blackwood
- The Conquest:
- Malwyn pledges his sword to Aegon the Conqueror after the burning of Harrenhal
- House Blackwood remains neutral, but is close with House Tully during their call to independence.
- 1AC: Edwyn Blackwood is born to Lord Desmond Blackwood. Malwyn Blackwood becomes a Kingsguard
- 4AC: Theomar Blackwood is born to Lord Desmond Blackwood. Malwyn Blackwood manages to fend off an assassination attempt on the life of King Aegon I.
- 6AC: Tristan Mallister becomes Malwyn's squire.
- 7AC: Another attempt, this one successful. Aegon Targaryen, first of his name, is killed. Malwyn becomes Lord Commander of the Kingsguard. He helps in revealing the Tullys as culprits, and is shunned for it.
- 15AC: The Kingswood Catastrophe happens. Malwyn does his best but gains the hatred of many who believe him guilty for the death of their loved ones.
- 16AC: Addam Blackwood is killed by a bracken in an ambush
- 18AC: The Riverwar. Lord Desmond Blackwood is gravely injured. He manages to survive but never properly heals, constantly fighting infection.
- 20AC: Cerion Blackwood dies in a hunting accident. Edwyn becomes Lord Regent, as his father's condition only worsens.
- 24AC: Malwyn Blackwood goes to Raventree Hall, as his nephew calls for him due to Lord Desmond's ever worsening condition. He leaves the night after.
- 25AC: Present. Someone has pissed on me tent
AC
Reddit Account:
choronga Discord Tag: Choner
Name and House: Edwyn Blackwood
Age: 23
Cultural Group: Riverlander (claims First Men heritage) Appearance: Of average height, slender, with a face often described as "maidenly" by those who seek to mock the Lord of Raventree Hall. His voice is surprisingly deep, with a whispery cadence. His face is lacking a beard, not because he has not attempted to get it to grow. He has jet black hair, as befits a Blackwood.
Trait: Ruthless
Skill(s): Ranger, Schemer, Devious
Talent(s): Poetry, Archery, Gambling
Negative Trait(s): N/A
Starting Title(s): Lord of Raventree Hall, Wielder of the Weirwood Bow, The Raven
Starting Location: Opening Event
NPCs
- Davos Blackwood: (Master-at-Arms) The captain of Raventree Hall's guard
- Cynthea Blackwood: (Magnate)
submitted by
Chopernio to
ITRPCommunity [link] [comments]
2024.05.18 23:20 Salostot [90005, LA CA] [FS/FT] Aeons End Outcast bundle, Spires End Hildegard, KDM 1.5+GC, More.. [W] $$, Mindbug, Astro Knights Eternity, Dune: IU, Others
[5] Spires End Hildegard + Bows and Breakfast - $40 (unplayed, shrink removed from cores box only)
[4] Aeons End Outcast + Return to Gravehold + Southern Village $55
[4] Cthulhu Wars Duels + [4] Extinction + [5] Reunion $55
[4.5] One Deck Galaxy Deluxe - $30
[4.5] Battlecrest + Expansion Collection #1 - $25
[4] Aeons end Legacy (played) - $15
[4.5] Pandemic hot zone north America $5
[3] Terrors of London - $10
[4.5] Heroes tale the corrupted forest - $5
[4.5] Rick & Morty Funkoverse - $5
[4.5] Risk Legacy (opened box never played) $20
[5] My Hero Academia Plus Ultra $7
[4.5] Harsh Shadows (sleeved) - $10
[4] Gloomhaven Jaws of the Lion (played with custom foamcore insert) - $15
[3] The Game quick and easy - $5
[4] Love letter (red pouch Ver.) - $5
[3] Sushi Go - $5
[3] Epic card game - $5
[4] Dark Souls the card game - $25
[3] Mage Wars (3rd printing 2013) + Forcemaster vs. Warlord + Druid vs. Necro + Conquest of Kumanjaro + spellbook pack 3 - $35
[4.5] KDM 1.5 + [5] Gamblers Chest - $600----Local Preferred
[4] Pandemic Legacy Season 1 (played) $15
-Other-
Afterimage Steam code $15
--Trades Wanted--
Lost Ruins of Arnak: The Missing Expedition
Astro Knights Eternity Kickstarter
Dwellings of Eldervale
Anachrony
Mindbug
Dune Imperium Uprising
Unmatched Adventures
Kanban EV
submitted by
Salostot to
BoardGameExchange [link] [comments]
2024.05.18 22:58 Teamcanadahockey2002 Decklist: Find 'em, Freeze 'em, Confuse 'em and Blast 'em
Got a few decks that I'm looking to share over the next little while. Apologies that I don't even have images in my decklist, let alone a playthrough video vs. an expert villain. Just what I hope is a cool idea that you maybe haven't seen before. Hopefully though, that's enough to earn a like or a comment on the deck :)
Cheers!
Find 'em, Freeze 'em, Confuse 'em and Blast 'em · MarvelCDB
After watching X-Men'97, I've been wanting to play Cyclops more, but really leaning into his Optic Blast ability. There have been plenty of decks published over the last year that showcase Scott's ability to bring X-Men allies into the field, but fewer are designed to build around Optic Blast. So here's a new take to share with you all...
This one is based around using Looking for Trouble or Angela to pull a minion. If you don't expect to be able to deal with your minion immediately, use Iceman to stun them to buy you some time. Then, using Banshee's response you can confuse the minion so you don't need to deal with it scheming when you flip down. Ultimately, you'd love to put a number of Upgrades on that minion like Exploit Weakness, Priority Target or Suppressing Fire. Even Practiced Defense is fine because it can also allow you to keep the minion around until you are ready to blast it.
Field Commander becomes a more important play because then you can keep some of the temporary upgrades on the minions. Chances are, you'll be flipping regularly so you can use Constant Training to go and find the one you want. But you'll also want to flip regularly to get access to Cerebro, which is the key to this deck.
The first goal is to get Cerebro down along with Psylocke. Then, making use of Mutant Education and X-Men Instruction, you can nearly always have access to Phoenix. If she is in your deck, you can pull her directly with Cerebro because of Psylocke's Psionic trait. And if Phoenix is in your discard pile, you then shuffle her back in, draw a card if you have the X-Mansion down, and then you can find her using Cerebro.
Phoenix then is going to draw you Full Blast from your discard pile. This is the key to the deck - do NOT let this get shuffled back into your draw pile! With Full Blast, you'll be able to hit the Minion for 11 with piercing, ranged and overkill. Even better, you can then trigger Directed Force for even more damage.
You should ideally be able to keep recurring Full Blast every time you flip from alter-ego back to hero so expect to flip every turn. A typical two-turn sequence would then look like this:
Starting in Hero form you would play Looking for Trouble or Angela and find a minion. Then, use Banshee to thwart, clearing any remaining threat and confusing your minion. You should be heading to alter-ego with 5 threat removed, and likely a relatively cleared Main Scheme. If you really need, you use Psylocke to confuse the villain. Using any copies of Mutant Education or X-Men Instruction in your hand, you put Phoenix back into the discard pile, as well as as Cyclops Upgrade if playing Mutant Education. Then use Constant Training to put an Upgrade on your confused minion. Heal Banshee using X-Mansion.
After the villain's turn, you then would have a 6 card hand. Use Cerebro to pull Phoenix to have 7 cards and use Constant Training for an 8th. Thwart and Heal with Banshee or Psylocke before flipping to hero form. Then play Jean using 4 of your cards. Take Full Blast from the discard pile bringing you back up to 5 cards in hand. Soften your minion up using Jean's ATK 2. Put another Upgrade on the Minion if desired and then use hit the minion for 11 using Ruby Quartz visor or 13, 15 or 17 if you have any copies of Directed Force. You'll completely overwhelm any Minion and overkill the excess to the Villain. Finally, on the Villain's turn, block with Jean so she gets back into your discard to find again next turn.
Ultimately, this combo is quite reliable to be able to play a Full Blast every other turn when you return from Alter-Ego. There's nothing quite so satisfying as taking a 17 damage shot at the Villain. Makes you feel just like Cyclops from X-Men'97!
Until next time Champions...
submitted by
Teamcanadahockey2002 to
marvelchampionslcg [link] [comments]
2024.05.18 22:21 GoodBoyShibe 82% Winrate run to Mythic - Gruul Slickshot
| https://preview.redd.it/rmv9yrms881d1.png?width=1920&format=png&auto=webp&s=520b0d2406d0c330df8edc0bff3712a05b0c6981 https://preview.redd.it/llf9skvt881d1.png?width=1600&format=png&auto=webp&s=3e47faea8c949d7d85d57a17f3d2f84082f9f3a6 https://preview.redd.it/jeazvy3d981d1.png?width=700&format=png&auto=webp&s=41e9bc56c936e548f2e40fa49019fc6dff432c92 Decklist and some screenshots, including the almost perfect Plat 1 - Mythic Run with the last version of the list: 16-2 record, 89% WR After climbing to mythic with an explorer version of Gruul prowess I joined the wrong queue and actually defeated a UW control timeless list (that speaks bad of pure control in this format lol)... which inspired me to brew a Timeless version of the deck ( Work in progress) and it packed quite the punch. To be fair, it's basically a port of the Modern version, with Underworld Breach value engine and Questing Druid the list can withstand lategame with a real shot of winning and the combo of breach and Mishra's Bauble can be disgusting. I did try some slight tweaks throughout the run: Scale Up as a way to with the goldfish war against combo, Monstrous Rage as a similar version that would allow breaking stalemates... but the black-heavy meta leaned me toward 4x Blossoming defense and 4x Unholy Heat maindeck and I haven't looked back since. The creature package is quite solid: 8 prowess creatures, 4x prowess-like creatures in Slickshot Show-Off and Questing Druid, and 4x Dragon's Rage Channeler. -Soul-Scar Mage and Monastery Swiftspear are your Bread-and-Butter one-drops, prowess dudes synergistic with the rest of the list. Haste comes in handy as an unexpected blow, and the wither-like effect of SSM allows you to punch through Goyfs, Kavus, and Shadows outsizing them. -Slickshot is the most explosive one and the best to take games out of nowhere. There are many situations where Plotting is the right move, especially with a protection spell with it or to force the opponent to not tap out. If you don't have a protection spell and have spare creatures it's worth casting it upfront though, these deck can win a topdeck war after trading resources. -Questing Druid is probably the weakest one of the bunch, but its adventure makes up for it. We all know that it's common to cast on your opponent's turn, but many times you do it on your endstep. -DRC is just that good. Might be the weakest when hitting opponents, but it just generates that much value with surveil. Also, best buddies with Bauble and Underworld Breach in those crazy turns. Spells might not need much explanation at this point: Bolt is self-explanatory. Seek the Beast, Blossoming Defense, Bauble, and Breach (lategame MVP) have been discussed too. Abundant Harvest is worth commenting though, allowing you to get extra spell triggers while not running out of gas AND curving out. At worst it is a creature that triggered prowess or a land to curve out, at best it adds up ridiculous amount of damage. Manabase is self-explanatory: Fetchs, shocks, fastlands, and a surveil land that always comes in handy. Previous lists didn't include horizon lands and played 17 total. These two and 18 total help to reduce flood while not running out of gas. Windswept Heath might look weird instead of something like Bloodstained Mire, but hitting that basic forest is THAT useful in post-board games. I could see cutting one for a Mire or another shockland, but it's going well so far. Sideboard is quite straightforward: Bloodmoon for cheese in this crazy manabases format, Vortex for Show and Tell (which is definitely on the downswing), Veil for UBx decks but it's hard to fit them in, as most decks include both red or white as removal colors. Minsc and Boo, Timeless Heroes is probably the best wincon for this deck "for the grindy matchups": Boo packs quite the punch after trading resources and flinging your huge prowess creatures is also a great way to end the game in a stalemate. I wouldn't fit a 2nd one with such a low curve, but one works if you prioritize Harvest looking for lands. I filled the list with PyP (gotta point out it's good against rakdos burn) and gy hate but those are very fringe and the maindeck is very tight so over-sideboarding can be an easy trap to fall into. Matchup wise... I feel the deck being off-meta (most players assume Rakdos Burn is the only choice for red decks) helps a lot, leading opponents to mess up their sideboard plans with stuff like Grafdigger's cage just because they died to a Breach turn. Black-heavy matches can feel like a drag, but when I looked at the data I noticed I was way more biased than I thought: Matches take longer indeed, but overall winrate has been still positive. Give this thing a shot! I'd say that pitch elementals will hurt post MH3, but all this needs is some sort of Lava Dart to allow for more explosivity. This deck might look as a glass cannon at first glance, but it has way more lategame power than it should. submitted by GoodBoyShibe to TimelessMagic [link] [comments] |
2024.05.18 22:04 as334 [Meta] Official Claims List, Army Sizes, and Combat Rules
Being totally true to the original game, we would actually add these a week and half into the game after everyone had just been making up their troop numbers. What follows is a slightly modified form of the rules that were on the original wiki.
Code of Chivalry
YOU MUST READ THROUGH THESE RULES IF YOU WISH TO PARTICIPATE IN THE SUBREDDIT! THEY ARE VITAL TO KEEPING THE SUBREDDIT FUNCTIONING IN THE MOST IDEAL MANNER!
1) Time
- Time in /westerospowers does not progress at the same rate as IRL. For more effective interaction, it is sped up.
- 1 day IRL = 2 months in WP
- Like in /worldpowers, Sunday is not counted in WP, this is a day off where houses can post [NEWS] for the week relating to their holding. [EVENTS] cannot be created, nor [CONFLICTS]. Basically, no action other than [NEWS], [CLAIM] or [META] can take place on Sunday. In your post, put the WP time, not IRL time (for example) : 4 months . (this would be 2 days IRL)
You can claim a holdfast and a house/faction, which will give you dominion over it's adjoining lands. For example; House Baratheon and Storm's End, or Vaes Dothrak and the Dothraki Sea. There cannot be more than one of each house, unless an agreement has been reached, and then no more than two. The two must also be easily distinguishable (i.e. Stannis/Renly Baratheon).
Click here to see what can and can't be claimed.
- When you claim, use the [CLAIM] tag and state the house and holdfast in your title, and then use the description to tell us what you want your style to be (e.g. Kingslayer, Lion of the Rock, Red Viper, Mother of Dragons).
- Once you claim a holdfast, we will do the best we can to quickly get it on the Claimed List. Remember, we fuck up too, so feel free to message the mods.
- You may abandon your holdfast at any point in the game and claim another one. However, you will only be able to do so again after 1 month.
- ORGANIZATIONS NOT MENTIONED IN THE LIST ARE NOT AVAILABLE CLAIMS. It doesn't matter if they exist in the ASOIAF universe, you cannot claim the Faceless Men or Sellsword Company #91238 if they're not listed.
- Once you claim a holdfast, we will make a wiki page for you. Make sure to include your title and , a brief description of your house, your prominent laws and regulations, and any alliances, or allegiances you have.
- Example, The Citadel
- Please update your wiki, it makes it easier when people want to find out about your house for alliances/fealty etc.
4) Etiquette
POSTS
DO
- Use a tag: [CLAIM], [EVENT], [EXPANSION], [CONFLICT], [NEWS], or [META].
- Announce anything important, agreements, events, and make decrees. Celebrate or commiserate occasions, such as marriage contracts, welcoming a new sworn sword, mourning a death, completing construction, weddings, funerals, etc.
DO NOT
- Be stupid. Play the game of thrones, be patient, forge alliances, and don't unveil your moves until it's too late. Open war is not always the most feasible option. .
.
5) Duel
[DUEL] will be used for starting duels. A duel will consist of a 1v1 battle between two characters. Each belligerent will post a role playing story of the last few minutes before the fight begins. The "home team" gets to make the first post so they can describe the location of the duel. The stories will be voted upon and the post with the most upvotes (not overall score because we're ignoring downvotes) will win. The winner will then post a [DUEL - RESOLVED] post that describes the fight. If a stories score doubles (minimum winner score 4) the other's the winner may kill the loser. Otherwise, all duels end with a capture or injury.
6) Conflict
It is natural that houses will wish to attack other houses for land and resources, or simply to keep things interesting. This is fine, but it is wise to consider diplomacy before calling the banners.
How do I create a Conflict?
- Make a post using the [Conflict - Rally] tag declaring that you are rallying your allies. This step will be used for a lord to call his allies to rally on him for a coming battle. Any lords that wish to participate in a coming battle must respond to this post (with the amount of troops rallied) in order to be counted in the battle. Any forces that were loaned to a lord by an [Event] post can be rallied by the loanee. The opposing side in the conflict should create their own rally post. You can still choose to stand down from a rally.
[Conflict - Rally] The Riverlands call forth their banners against the false King!
- If you wish to betray those who think you allies, Rally as normal for your supposed allies. Then send a message to the moderators with a [Conflict - Betrayal] tag. The mod will take your forces into account on the correct side.
- When at least 24 IRL hours have passed since one of the Rallies, you may then commit your forces using a [CONFLICT - COMMIT]. This signals the attack; defenders can not commit. This sets the number of troops that will be on each side to whomever has rallied on each side. If one side does not create a Rally post it is assumed that they use their full local forces (i.e. those still in the holdfast). A mod will then create the next post.
[CONFLICT-COMMIT] MyHouse attacks ThatHouse
- If you wish to retire from the field (i.e. if diplomacy succeeds or if you do not want to do battle), please create a [Rally - Release] post. This will count as your troops leaving the field, and neither army will be able to attack after that post has been made. Of course, if you retreat while defending a holdfast, the attackers can freely take it.
How does a conflict end?
- Whichever team of countries has the most points from battles wins. If the loser does not surrender then the battle continues. If the conflict lasts for the full 6 days IRL, then the loser must agree to a fully unconditional surrender.
- Another way for a conflict to end is if the attacker calls off the conflict or if the holdfast invaded surrenders or they both come up with a peaceful treaty to end the war.
What happens after a Conflict where a winner is declared at the end?
- The losing ruler has two options:
a) The less honourable course: They may rule their holdfast under the authority of the winner by pledging fealty, and becoming vassals. This means they must give their allegiance to the winning house. However, the loser can plot to overthrow the winner, but obviously must find the support to do it. The victor lays claim to the conquered land. The losing ruler still has control of the land, however, will be under control of the victor and will need to report to the victor as the victor may veto any decision the losing ruler makes
b) The honourable way: They may be destroyed by the winning house, root and stem. The losing house will be completely eradicated. The disputed lands will go to the winning house.
If a person's house has been eradicated (i.e. House Reyne), they may claim a new one after 7 days.
6) Expansion
General Guidelines
Because we recognize the reality that houses are going to want to annex unclaimed holdfasts for more land, we are making imperialism to a certain degree allowed.
- YOU CANNOT ANNEX WHOLE COUNTRIES! This doesn't include small islands. We will only allow territories or regions, like Winterfell taking White Harbour.
- Small regions are eligible for imperialism, but if your annexation of territory starts to become unreasonable, we will force you to renounce your annexation or just delete your post. Please try to keep it to a reasonable size.
- If you claimed a small region at first and want to annex another, message the mods. We will evaluate your request and see if you can take control of another small area.
- If you try to claim the entire North, you are going to have a bad time! Be reasonable and realistic, only take over small regions.
- Any region that is under the control of a claimed holdfast (read: imperialized) cannot be taken over by someone else.
- If you win a war against a house with imperialized territories, the conflict rules apply to the territories as well (refer back to War).
- Abandoned/revoked holdfasts belong to the liege lord. If no new player tries to claim them in 3 days, the liege lord is free to give them away. If there's no liege lord, the city/castle will become available in the claim list.
How to Imperialize
If you are declaring an annexation, use the tag [EXPANSION]. We will also put a list in the wiki of Annexed Territories. This is how you should go through your annexation:
1) [EXPANSION] House A will be sending delegates over to Holdfast X to discuss fealty.
- Put the proposed terms of your annexation as well as an explanation for it
2) [EXPANSION] Holdfast X has agreed to swear fealty to House A
- Describe any changes to the region annexed.
THANK YOU TO ANYONE WHO FOLLOWS THIS FORMAT, IT MAKES THINGS EASIER FOR THE MODS!
7) Mod-Injected Crises
- Every now and then, because we are bored, we will make up a realistic crisis with a [CRISIS] tag. This can be an economic recession, natural disaster, or a magical threat.
- Each faction is encouraged to react to the crisis in the comments. You can say what your house is doing for recovery, if it will provide aid, how it affected you, etc.
8) Money
Please just be realistic. We aren't going to place limits because we want you guys to have fun, but if you donate 40 trillion gold dragons then obviously we will not allow it. Be aware of your house's economic situation, and just be realistic.
9) Inactivity
- To make sure houses don't become dormant, we will be enforcing active participation.
- TO BE CONSIDERED ACTIVE YOU MUST MAKE AT LEAST ONE [EVENT] PER WEEK
- You must also participate in News Days and post your [News] on Sundays
- If you fail to do so and it comes to our attention, then you will be given 1 day's notice before we default your house.
Let the mods know if you will be away for an extended period of time. If you have sufficient reason for your absence, and give a date when you will be able to return, the above does not apply for that time. Arrangements must also be made by the player regarding the temporary ownership of your holdfast. If these conditions are not met, the house may still be defaulted.
These land combat rules are taken from /essospowers, which we originally took from /westerospowers (the original set has been deleted).
Land Combat Rules
Thanks /Westerospowers for the original draft. This system is in effect as of right now.
Starting a Conflict
- Normally all conflicts must begin with a [CONFLICT - RALLY] post. This post represents a host bringing their forces together for a fight. Normally at least 12 IRL hours must pass before a commit post is made.
- If the two sides agree, or if a mod makes a ruling, you may skip straight to the commit phase.
- The [CONFLICT - COMMIT] post indicates that the attack has been launched by the poster.
- The mods will then make a [CONFLICT-SCORE] post ASAP. This conflict score post will use the below rules to declare a victor.
Fighting the Conflict
We will be using simple 6 sided dies (d6), 3 sided dies (d3), and 5 sided dies (d5) to represent combat. We have a bot perform these rolls. The number of which will be decided like this
- In our example battle we have the following two sides: Side 1 consists of 1,000 men. Side 2 consists of 500 men.
- Add both sides together to get the full number of troops in the battle, then divide each side's forces by that number to see the percentages. For example, a battle of 1,000 vs. 500 would be 66% and 33% respectively.
- Each side's percentages will be rounded to the nearest 5%, so in this example it would be 65% and 35%. Each side will receive 1d6 for every 10%, any remaining 5% will give a 1d3. In the above example,the Side 1 (65%) force will receive 6d6 + 1d3. Side 2 (35%) will receive 3d6 + 1d3.
- The results of the rolls will be added to create the initial score. The defender during a siege will receive a bonus to the their initial score equal to the defense value of the battle site. In this example, Side 2 will have a defense value of 4. The final result of all modifiers is the Battle Score.
Note: Defense bonus is based on the location of the defender and added to the end of the final total
Final = Total of Dice + Bonus
Note: Half the Defense value is added to the total dice sides. So a defense rating of 6 would add 3 making a D6 a D9.
In this example let's assume the following rolls:
- Side 1 (1,000, 65%): 1, 5, 4, 6, 3, 6, +2 (from the 1d3)
- Side 2 (500 , 35%): 3, 6, 6, +1 (from the 1d3), +4 (from defense)
- Side 1 Battle Score: 25
- Side 2 Battle Score: 20
Side 1 wins by 5!
During a battle in the open field this usually means the losing side is routed or retreats. During a siege the battle will continue until either side gives in or runs out of troops.
Note: Tie Goes To the Defender
Determining Casualties
Causalities will be determined as follows:
For the smaller army the average of all d6 rolls will be averaged together (round normally). In the above example that would result in an average of 5 ((6 + 6 + 3) / 3) kill dice for side 2. This determines how many kill dice (d5s) will be rolled for enemy causalities.
For the larger army, the highest d6 rolls equal to the amount of the smaller armies rolls will be averaged. In the above example that would mean the 3 highest (6,6,5) rolls would be averaged together for a result of 5.67, rounded to 6. The larger army (side 1) will roll 6d5 kill dice.
These d5 represent the percentage of causalities the opposing side will suffer. The winner will receive a bonus to their kill results equal to the amount of points they win by (in this example 6).
- Side 1 kill dice results: ( 1, 3, 1, 1, 1, 1) = 8 + 5 (excess battle score) = 13
- Side 2 kill dice results: ( 5, 2, 4, 3, 4) = 18
Those numbers represent how much of the opposing army is out of the fight (dead, injured, or captured). In this battle Side 1 won the battle, but Side 2 was able to cause a higher percentage of causalities.
18% x 1,000 = 180 troops out of the fight
13% x 500 = 65 troops out of the fight
What happens next
In an open field battle, the loser retreats and is run from the field. In a defense, another phase of battle will be run until either side gives in.
The mod running the battle will give a short blurb on what occurs in the fight. For this one, I would say something like:
Despite many casualties, Side 1 was able to get over the city's walls. Side 1 takes the inner side of the walls while Side 2 decides to continue the battle in the city streets.
submitted by
as334 to
WesterosPowers2 [link] [comments]
2024.05.18 21:43 13lackDrag0n Blackwing extra deck help
As the title says, I want some advice on my extra deck for my blackwing extra deck. I’m happy with most of it apart from like 2 cards. Right now my extra deck is:
3x black winged assault dragon 2x black winged dragon 1x blackwing full armour master 1x raikiri 1x nothung 1x boreastorm 1x bystial dis pater 1x dragocytos corrupted nether soul dragon 1x chengying 1x hot red abyss 1x Draco berserker of the tenyi 1x psy-frame lord omega
I’m planning to get rid of dragocytos for raidraptor wise strix but I’m also thinking of getting rid of either raikiri or psy frame lord for a different monster. As much as I want to put chaos angel in the deck it’s too expensive and way out of my budget. Any recommendations?
Also should I cut bora from the deck as I already use 27 monsters and in test duels with the deck I almost never use it (except for one time)
submitted by
13lackDrag0n to
Yugioh101 [link] [comments]
2024.05.18 21:33 notlegendarry [H] 200+ Steam Games/DLC, TF2 Keys [W] Games, Paypal, Offers
If you have a game list, comment/link it down below and I can take a look at it. My
REP Page
112 Operator
8Doors: Arum's Afterlife Adventure
911 Operator
A New Beginning - Final Cut
A Plague Tale: Innocence
AER Memories of Old
Adom
Aegis Defenders
Age of Wonders III
Ageless
Aliens: Fireteam Elite
All You Can Eat
As Far as the Eye
Atomicrops
Automachef
BPM: Bullets Per Minute
Bad North: Jotunn Edition
Banners of Ruin
Batman: Arkham Asylum Game of the Year Edition
Batman: Arkham Origins
Bee Simulator
Beyond the Wire
Black Book
Black Future '88
Black Skylands
Bloodstained
Book of Demons
Borderlands 3
Borderlands 3: Directors Cut
Boreal Blade
Broken Age
Call of Duty®: WWII - Call of Duty Endowment Bravery Pack
Call of Duty®: WWII - Call of Duty Endowment Fear Not Pack
Carto
Cepheus Protocol
Children of Morta
Command and Conquer Remastered Collection (Origin)
Corridor Z
Crowntakers
Crying Suns
Curse of the Dead Gods
Cyber Hook
Dagon: by H. P. Lovecraft - The Eldritch Box DLC
Darkest Dungeon Shieldbreaker DLC
Deadly Days
Dear Esther: Landmark Edition
Deep Rock Galactic
Desolate
DiRT Rally 2.0 - H2 RWD Double Pack
DiRT Rally 2.0 - Opel Manta 400
Dirt 5
Dirt Rally
Dirt Rally 2.0 - Porsche 911 RGT Rally Spec
Disjunction (GOG Launcher)
Draw Slasher
Drawful 2
Due Process
ENCODYA (GOG)
EarthNight
Eastside Hockey Manager
Effie
Elderborn
Electrician Simulator
Endless Space 2
Endless Space® - Collection
Endzone - A World Apart
FALLOUT 76 (Steam Key)
FRAMED Collection
FRIENDS VS FRIENDS
Fling to the Finish
For The King
Fort Triumph
Frostpunk: The Rifts DLC
Fun with Ragdolls
Fury Unleashed
GARAGE: Bad Trip
GOLDEN LIGHT
GRIME
GameGuru
Genesis Alpha One Deluxe Edition
Going Under
Gold Rush! Classic
Golf With Your Friends - OST
Gonner
Gunscape
Guts and Glory
HERO'S HOUR
HIJAC (Honey I Joined a Cult)
Hammerting
Heaven's Vault
Hedon Bloodrite
Hero Siege Complete
Hiveswap Friendsim
House Flipper
If Found....
Ikenfell
Iris and the Giant
JURASSIC WORLD EVOLUTION 2
John Wick Hex
Juno: New Origins
Jurassic World Evolution - Deluxe Dinosaur Pack
Katana Zero
Kerbal Space Program
Kill It With Fire
Killsquad
Kingdom Classic
Kingdom Come: Deliverance – Treasures of The Past
Kingdom Two Crowns
Knights of Pen and Paper 2
Lacuna - A Sci-Fi Noir Adventure
Last Oasis
Legend of Keepers
Lovecraft's Untold Stories
MORTAL KOMBAT XL
Mad Max
Man of Medan
Maneater
Max Payne 3 (GOG Launcher)
Middle-earth: Shadow of Mordor GOTY
Milky Way Prince – The Vampire Star
Mobius Front '83
Moon Hunters
Narita Boy
Neon Abyss
Newt One
Nex Machina
Nimbatus The Space Drone Constructor
No Time to Explain Remastered
Not For Broadcast
Not Tonight
Nowhere Prophet
OTHERCIDE
Orbital Racer
Orwell: Ignorance is Strength
Out of Reach: Treasure Royale
Out of Space
Outward - Soundtrack
Overcooked! 2 - Too Many Cooks
Overlord II
PGA TOUR 2K21
Panzer Paladin
Paradise Killer
Partisans 1941
Path of Giants
Paw Paw Paw
Peaky Blinders: Mastermind
Pesterquest
Planet Coaster - World's Fair Pack
Planet of the Eyes
Plunge
Police Stories
Popup Dungeon
Project Wingman
Project Winter
Quantum Break
Radio Commander
Railway Empire
Realpolitiks
Regular Human Basketball
Remnants of Naezith
Ring of Pain
Rise of Industry
Roarr! Jurassic Edition
Rogue Heroes: Ruins of Tasos
Rover Mechanic Simulator
Rustler
Ryse: Son of Rome
Röki
S.W.I.N.E. HD Remaster
SUPERHOT
SUPERHOT: MIND CONTROL DELETE
SYSTEM SHOCK: ENHANCED EDITION
Saints Row
Secret Neighbor
Shing!
Siege Survival: Gloria Victis
Simple Rockets 2
Skullgirls 2nd Encore
Snowtopia
StarCrossed
Starbound
Still There
Streets of Fury EX
Stubbs the Zombie in Rebel Without a Pulse
Stygian: Reign of the Old Ones
Supraland
Swag & Sorcery
Sword Legacy Omen
Syberia 3
THRONEBREAKER: THE WITCHER TALES
TOHU
Tabletop Playground
Terraformers
Textorcist
The Ambassador: Fractured Timelines
The Ascent
The Ball
The Life and Suffering of Sir Brante
The Surge 2
The Survivalists
This War of Mine
Timelie
Tools Up!
Tooth and Tail
Townsmen - A Kingdom Rebuilt
Train Station Renovation
Tribes of Midgard
Turbo Golf Racing
Turnip Boy Commits Tax Evasion
Vertiginous Golf
Victoria 3
Voidigo
WARSAW
WRATH: Aeon of Ruin
WWE 2K Battlegrounds (EU Key)
Wargroove
We Need to Go Deeper
Werewolf: The Apocalypse — Heart of the Forest
West of Dead
When Ski Lifts Goes Wrong
Wingspan
Worms Rumble
Worms Rumble - Legends Pack DLC
X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
XCOM® 2: Reinforcement Pack
XCOM® 2: Resistance Warrior Pack
Yakuza 3
Yakuza: Like a Dragon
Yes, Your Grace
Yoku's Island Express
Yooka-Laylee
Yooka-Laylee and the Impossible Lair
[Want] Game Offers
Paypal
Midnight Fight Express
Nobody Saves the World
Tiny Tina's Wonderlands Chaotic Great Edition
The Outer Worlds Spacer's Choice Edition
Yakuza 4 Remastered
Marvel's Midnight Suns
Trepang2
The Knight Witch
Axiom 1 and 2
Abalon
Mythforce
Siralim Ultimate
Monster Hunter Rise
The Colonist
Littlewood
Immortal Life
Floppy Knights
Book of Hours
Astrea
submitted by
notlegendarry to
SteamGameSwap [link] [comments]
2024.05.18 21:33 notlegendarry [H] 200+ Steam Games/DLC, TF2 Keys [W] Games, Paypal, Offers
If you have a game list, comment/link it down below and I can take a look at it. My
REP Page
112 Operator
8Doors: Arum's Afterlife Adventure
911 Operator
A New Beginning - Final Cut
A Plague Tale: Innocence
AER Memories of Old
Adom
Aegis Defenders
Age of Wonders III
Ageless
Aliens: Fireteam Elite
All You Can Eat
As Far as the Eye
Atomicrops
Automachef
BPM: Bullets Per Minute
Bad North: Jotunn Edition
Banners of Ruin
Batman: Arkham Asylum Game of the Year Edition
Batman: Arkham Origins
Bee Simulator
Beyond the Wire
Black Book
Black Future '88
Black Skylands
Bloodstained
Book of Demons
Borderlands 3
Borderlands 3: Directors Cut
Boreal Blade
Broken Age
Call of Duty®: WWII - Call of Duty Endowment Bravery Pack
Call of Duty®: WWII - Call of Duty Endowment Fear Not Pack
Carto
Cepheus Protocol
Children of Morta
Command and Conquer Remastered Collection (Origin)
Corridor Z
Crowntakers
Crying Suns
Curse of the Dead Gods
Cyber Hook
Dagon: by H. P. Lovecraft - The Eldritch Box DLC
Darkest Dungeon Shieldbreaker DLC
Deadly Days
Dear Esther: Landmark Edition
Deep Rock Galactic
Desolate
DiRT Rally 2.0 - H2 RWD Double Pack
DiRT Rally 2.0 - Opel Manta 400
Dirt 5
Dirt Rally
Dirt Rally 2.0 - Porsche 911 RGT Rally Spec
Disjunction (GOG Launcher)
Draw Slasher
Drawful 2
Due Process
ENCODYA (GOG)
EarthNight
Eastside Hockey Manager
Effie
Elderborn
Electrician Simulator
Endless Space 2
Endless Space® - Collection
Endzone - A World Apart
FALLOUT 76 (Steam Key)
FRAMED Collection
FRIENDS VS FRIENDS
Fling to the Finish
For The King
Fort Triumph
Frostpunk: The Rifts DLC
Fun with Ragdolls
Fury Unleashed
GARAGE: Bad Trip
GOLDEN LIGHT
GRIME
GameGuru
Genesis Alpha One Deluxe Edition
Going Under
Gold Rush! Classic
Golf With Your Friends - OST
Gonner
Gunscape
Guts and Glory
HERO'S HOUR
HIJAC (Honey I Joined a Cult)
Hammerting
Heaven's Vault
Hedon Bloodrite
Hero Siege Complete
Hiveswap Friendsim
House Flipper
If Found....
Ikenfell
Iris and the Giant
JURASSIC WORLD EVOLUTION 2
John Wick Hex
Juno: New Origins
Jurassic World Evolution - Deluxe Dinosaur Pack
Katana Zero
Kerbal Space Program
Kill It With Fire
Killsquad
Kingdom Classic
Kingdom Come: Deliverance – Treasures of The Past
Kingdom Two Crowns
Knights of Pen and Paper 2
Lacuna - A Sci-Fi Noir Adventure
Last Oasis
Legend of Keepers
Lovecraft's Untold Stories
MORTAL KOMBAT XL
Mad Max
Man of Medan
Maneater
Max Payne 3 (GOG Launcher)
Middle-earth: Shadow of Mordor GOTY
Milky Way Prince – The Vampire Star
Mobius Front '83
Moon Hunters
Narita Boy
Neon Abyss
Newt One
Nex Machina
Nimbatus The Space Drone Constructor
No Time to Explain Remastered
Not For Broadcast
Not Tonight
Nowhere Prophet
OTHERCIDE
Orbital Racer
Orwell: Ignorance is Strength
Out of Reach: Treasure Royale
Out of Space
Outward - Soundtrack
Overcooked! 2 - Too Many Cooks
Overlord II
PGA TOUR 2K21
Panzer Paladin
Paradise Killer
Partisans 1941
Path of Giants
Paw Paw Paw
Peaky Blinders: Mastermind
Pesterquest
Planet Coaster - World's Fair Pack
Planet of the Eyes
Plunge
Police Stories
Popup Dungeon
Project Wingman
Project Winter
Quantum Break
Radio Commander
Railway Empire
Realpolitiks
Regular Human Basketball
Remnants of Naezith
Ring of Pain
Rise of Industry
Roarr! Jurassic Edition
Rogue Heroes: Ruins of Tasos
Rover Mechanic Simulator
Rustler
Ryse: Son of Rome
Röki
S.W.I.N.E. HD Remaster
SUPERHOT
SUPERHOT: MIND CONTROL DELETE
SYSTEM SHOCK: ENHANCED EDITION
Saints Row
Secret Neighbor
Shing!
Siege Survival: Gloria Victis
Simple Rockets 2
Skullgirls 2nd Encore
Snowtopia
StarCrossed
Starbound
Still There
Streets of Fury EX
Stubbs the Zombie in Rebel Without a Pulse
Stygian: Reign of the Old Ones
Supraland
Swag & Sorcery
Sword Legacy Omen
Syberia 3
THRONEBREAKER: THE WITCHER TALES
TOHU
Tabletop Playground
Terraformers
Textorcist
The Ambassador: Fractured Timelines
The Ascent
The Ball
The Life and Suffering of Sir Brante
The Surge 2
The Survivalists
This War of Mine
Timelie
Tools Up!
Tooth and Tail
Townsmen - A Kingdom Rebuilt
Train Station Renovation
Tribes of Midgard
Turbo Golf Racing
Turnip Boy Commits Tax Evasion
Vertiginous Golf
Victoria 3
Voidigo
WARSAW
WRATH: Aeon of Ruin
WWE 2K Battlegrounds (EU Key)
Wargroove
We Need to Go Deeper
Werewolf: The Apocalypse — Heart of the Forest
West of Dead
When Ski Lifts Goes Wrong
Wingspan
Worms Rumble
Worms Rumble - Legends Pack DLC
X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
XCOM® 2: Reinforcement Pack
XCOM® 2: Resistance Warrior Pack
Yakuza 3
Yakuza: Like a Dragon
Yes, Your Grace
Yoku's Island Express
Yooka-Laylee
Yooka-Laylee and the Impossible Lair
[Want] Game Offers
Paypal
Midnight Fight Express
Nobody Saves the World
Tiny Tina's Wonderlands Chaotic Great Edition
The Outer Worlds Spacer's Choice Edition
Yakuza 4 Remastered
Marvel's Midnight Suns
Trepang2
The Knight Witch
Axiom 1 and 2
Abalon
Mythforce
Siralim Ultimate
Monster Hunter Rise
The Colonist
Littlewood
Immortal Life
Floppy Knights
Book of Hours
Astrea
submitted by
notlegendarry to
GameTrade [link] [comments]
2024.05.18 21:33 notlegendarry [H] 200+ Steam Games/DLC, TF2 Keys [W] Games, Paypal, Offers
If you have a game list, comment/link it down below and I can take a look at it. My
REP Page
112 Operator
8Doors: Arum's Afterlife Adventure
911 Operator
A New Beginning - Final Cut
A Plague Tale: Innocence
AER Memories of Old
Adom
Aegis Defenders
Age of Wonders III
Ageless
Aliens: Fireteam Elite
All You Can Eat
As Far as the Eye
Atomicrops
Automachef
BPM: Bullets Per Minute
Bad North: Jotunn Edition
Banners of Ruin
Batman: Arkham Asylum Game of the Year Edition
Batman: Arkham Origins
Bee Simulator
Beyond the Wire
Black Book
Black Future '88
Black Skylands
Bloodstained
Book of Demons
Borderlands 3
Borderlands 3: Directors Cut
Boreal Blade
Broken Age
Call of Duty®: WWII - Call of Duty Endowment Bravery Pack
Call of Duty®: WWII - Call of Duty Endowment Fear Not Pack
Carto
Cepheus Protocol
Children of Morta
Command and Conquer Remastered Collection (Origin)
Corridor Z
Crowntakers
Crying Suns
Curse of the Dead Gods
Cyber Hook
Dagon: by H. P. Lovecraft - The Eldritch Box DLC
Darkest Dungeon Shieldbreaker DLC
Deadly Days
Dear Esther: Landmark Edition
Deep Rock Galactic
Desolate
DiRT Rally 2.0 - H2 RWD Double Pack
DiRT Rally 2.0 - Opel Manta 400
Dirt 5
Dirt Rally
Dirt Rally 2.0 - Porsche 911 RGT Rally Spec
Disjunction (GOG Launcher)
Draw Slasher
Drawful 2
Due Process
ENCODYA (GOG)
EarthNight
Eastside Hockey Manager
Effie
Elderborn
Electrician Simulator
Endless Space 2
Endless Space® - Collection
Endzone - A World Apart
FALLOUT 76 (Steam Key)
FRAMED Collection
FRIENDS VS FRIENDS
Fling to the Finish
For The King
Fort Triumph
Frostpunk: The Rifts DLC
Fun with Ragdolls
Fury Unleashed
GARAGE: Bad Trip
GOLDEN LIGHT
GRIME
GameGuru
Genesis Alpha One Deluxe Edition
Going Under
Gold Rush! Classic
Golf With Your Friends - OST
Gonner
Gunscape
Guts and Glory
HERO'S HOUR
HIJAC (Honey I Joined a Cult)
Hammerting
Heaven's Vault
Hedon Bloodrite
Hero Siege Complete
Hiveswap Friendsim
House Flipper
If Found....
Ikenfell
Iris and the Giant
JURASSIC WORLD EVOLUTION 2
John Wick Hex
Juno: New Origins
Jurassic World Evolution - Deluxe Dinosaur Pack
Katana Zero
Kerbal Space Program
Kill It With Fire
Killsquad
Kingdom Classic
Kingdom Come: Deliverance – Treasures of The Past
Kingdom Two Crowns
Knights of Pen and Paper 2
Lacuna - A Sci-Fi Noir Adventure
Last Oasis
Legend of Keepers
Lovecraft's Untold Stories
MORTAL KOMBAT XL
Mad Max
Man of Medan
Maneater
Max Payne 3 (GOG Launcher)
Middle-earth: Shadow of Mordor GOTY
Milky Way Prince – The Vampire Star
Mobius Front '83
Moon Hunters
Narita Boy
Neon Abyss
Newt One
Nex Machina
Nimbatus The Space Drone Constructor
No Time to Explain Remastered
Not For Broadcast
Not Tonight
Nowhere Prophet
OTHERCIDE
Orbital Racer
Orwell: Ignorance is Strength
Out of Reach: Treasure Royale
Out of Space
Outward - Soundtrack
Overcooked! 2 - Too Many Cooks
Overlord II
PGA TOUR 2K21
Panzer Paladin
Paradise Killer
Partisans 1941
Path of Giants
Paw Paw Paw
Peaky Blinders: Mastermind
Pesterquest
Planet Coaster - World's Fair Pack
Planet of the Eyes
Plunge
Police Stories
Popup Dungeon
Project Wingman
Project Winter
Quantum Break
Radio Commander
Railway Empire
Realpolitiks
Regular Human Basketball
Remnants of Naezith
Ring of Pain
Rise of Industry
Roarr! Jurassic Edition
Rogue Heroes: Ruins of Tasos
Rover Mechanic Simulator
Rustler
Ryse: Son of Rome
Röki
S.W.I.N.E. HD Remaster
SUPERHOT
SUPERHOT: MIND CONTROL DELETE
SYSTEM SHOCK: ENHANCED EDITION
Saints Row
Secret Neighbor
Shing!
Siege Survival: Gloria Victis
Simple Rockets 2
Skullgirls 2nd Encore
Snowtopia
StarCrossed
Starbound
Still There
Streets of Fury EX
Stubbs the Zombie in Rebel Without a Pulse
Stygian: Reign of the Old Ones
Supraland
Swag & Sorcery
Sword Legacy Omen
Syberia 3
THRONEBREAKER: THE WITCHER TALES
TOHU
Tabletop Playground
Terraformers
Textorcist
The Ambassador: Fractured Timelines
The Ascent
The Ball
The Life and Suffering of Sir Brante
The Surge 2
The Survivalists
This War of Mine
Timelie
Tools Up!
Tooth and Tail
Townsmen - A Kingdom Rebuilt
Train Station Renovation
Tribes of Midgard
Turbo Golf Racing
Turnip Boy Commits Tax Evasion
Vertiginous Golf
Victoria 3
Voidigo
WARSAW
WRATH: Aeon of Ruin
WWE 2K Battlegrounds (EU Key)
Wargroove
We Need to Go Deeper
Werewolf: The Apocalypse — Heart of the Forest
West of Dead
When Ski Lifts Goes Wrong
Wingspan
Worms Rumble
Worms Rumble - Legends Pack DLC
X-Morph: Defense + European Assault, Survival of the Fittest, and Last Bastion DLC
XCOM® 2: Reinforcement Pack
XCOM® 2: Resistance Warrior Pack
Yakuza 3
Yakuza: Like a Dragon
Yes, Your Grace
Yoku's Island Express
Yooka-Laylee
Yooka-Laylee and the Impossible Lair
[Want] Game Offers
Paypal
Midnight Fight Express
Nobody Saves the World
Tiny Tina's Wonderlands Chaotic Great Edition
The Outer Worlds Spacer's Choice Edition
Yakuza 4 Remastered
Marvel's Midnight Suns
Trepang2
The Knight Witch
Axiom 1 and 2
Abalon
Mythforce
Siralim Ultimate
Monster Hunter Rise
The Colonist
Littlewood
Immortal Life
Floppy Knights
Book of Hours
Astrea
submitted by
notlegendarry to
indiegameswap [link] [comments]
2024.05.18 21:31 Impressive_Mail5629 Which card would be better for my 2007 Yugioh Deck: Two Solemn Judgement’s or one SJ and a Dark Bribe
- Black Luster Solider - Envoy of the Beginning
- Lava Golem
- Jinzo
- Cyber Dragon
- Cyber Dragon
- Cyber Dragon
- Reflect Bounder
- Reflect Bounder
- Breaker The Magical Warrior
- D.D. Warrior Lady
- Witch of the Black Forest
- Proto-Cyber Dragon
- Cyber Jar
- Morphing Jar
- Cyber Stein
- Marshmallon
- Magician of Faith
- Magical Scientist
- Yata Garasu
- Raigeki
- Dark Hole
- Harpies Feather Duster
- Heavy Storm
- Delinquent Duo
- Forceful Sentry
- Pot of Greed
- Graceful Charity
- Painful Choice
- Monster Reborn
- Swords of Revealing Light
- Instant Fusion
- Limiter Removal
- Overload Fusion
- Power Bond
- Power Bond
- Mirror Force
- Solemn Judgement
- Dark Bribe/Solemn Judgement *
- Imperial Order
- Call of The Haunted
- Cyber End Dragon
- Cyber End Dragon
- Cyber Twin Dragon
- Cyber Twin Dragon
- Chimeratech Overdragon
- Chimeratech Overdragon
- Chimeratech Overdragon
- Blue Eyes Ultimate Dragon
- Thousand Eyes Restrict
- Dark Balter the Terrible
- Ojama Knight
- Fiend Skull Dragon
- Cyber Saurus
- Steam Gyroid
- Ryu Senshi
So which would work better? Two Solemn Judgements, or one Solemn Judgement and one Dark Bribe?
This is a 95% faithful recreation of my old 2007 pre-synchro era traditional format deck. Remade it for fun.
Also any other suggestions? (2007 cards and before only please)
:)
submitted by
Impressive_Mail5629 to
Yugioh101 [link] [comments]
2024.05.18 20:19 Deqnkata "New" meta , same old memes ...
submitted by
Deqnkata to
ArenaHS [link] [comments]
2024.05.18 20:00 MTGSpacy Spicy decks on modern challenge-32-2024-05-1812638683
Boilerplate: Spicy today, tomorrow top eight. Some of these lists are just to off meta to be properly categorized. I'm looking for something to properly name them.Click on player's name to see full deck list on mtgspacy site. 🏆 Congrats to all who got there using some off meta ideas.
This is a list of different decks comming from this event: *
Deck by DragonFodder 🌶️:
Roiling Vortex,
Monastery Swiftspear,
Lightning Bolt,
Lava Spike,
Unlicensed Hearse,
Dragon's Rage Channeler,
Slickshot Show-Off,
Brotherhood's End,
Lava Dart,
Unholy Heat.
Fringe cards used on this event: [Ancient Cornucopia](None), Cry of the Carnarium, Leave No Trace, Confounding Conundrum
Spicy Reddit: /MTGSpacyModern Don't follow, come with me on Twitter for alerts about newcards on modern metagame. MTGSpacy is a deck builder tool that can help you know how off meta your deck is, so you can play with your friends using only off meta decks. Additionally we provide some metagame updates like this. Try MTGSpacy to create new spicy decks.
submitted by
MTGSpacy to
MTGSpacyModern [link] [comments]
2024.05.18 19:50 melopasopipa [MH3] Phlage, Titan of Fire’s Fury
Could this have potential as a commander? The main application here is being an infinite mana outlet, kind of a "white Kroxa".
Losing black tutors and Animate dead + Worldgorger Dragon is probably too much, but Silence effects are nice and Underworld Breach + Smothering Tithe + Wheel also should allow us to win.
As there aren't many (any) Boros Storm decks, not sure if Boros adds anything else interesting vs. Rakdos. Ideas?
Phlage, Titan of Fire’s Fury
{1}{R}{W}
Legendary Creature — Elder Giant
When Phlage enters the battlefield, sacrifice it unless it escaped.
Whenever Phlage enters the battlefield or attacks, it deals 3 damage to any target and you gain 3 life.
Escape — {R}{R}{W}{W}, Exile five other cards from your graveyard.
6/6
——
submitted by
melopasopipa to
CompetitiveEDH [link] [comments]
2024.05.18 19:49 afterandalasia Oxventure Overall: The Good and the Bad (Spoilers for the whole run!)
So, I'm seeing some mixed reactions to the last season, and honestly I'm feeling them myself as well, so I decided to sit down and sort of breakdown and analyse some of what happened over the course of Oxventure, what seemed to go well and what didn't, and maybe try to get into some litcrit of the whole thing.
Warning: I'm not always nice in this write up, though I have done my best to be fair and honest throughout in what I think the potential pitfalls were and how I hope they might be better addressed in future campaigns.
I've played D&D myself for a few years, listened to other Actual Play series (notably NADDPOD and some D20 at one end of the competency-of-players scale, and Dragon Friends and Dungeons and Drongos at the other), and write... a lot. Including over 250k of fanfic specifically for Oxventure, which started off as an excuse for smut but ended up being a lot of worldbuilding.
System & Setting
Johnny has made no secret that they're not a huge fan of D&D, indicating that they feel it overshadows other systems, and given that the Spicy Rat Caper was meant to be a one-off but fans loved it perhaps they felt a little trapped in the system. This did lead to some funny moments (Faire Trial and Max commenting that they sometimes felt "like a big dice rolling around a tray" sticks with me) but sometimes felt a bit mean-spirited ("Crawl Me Maybe" and the heavy 'lol dungeon crawling is so ridiculous' comes to mind).
It was also clear that at times, none of the group seemed to know the game and the rules super well. From Mike not knowing his movement speed ("30 what? Miles an hour?") to Merilwen not using her animal forms or changing out her spells until level 8, to the underpowering of most of the classes, it became more of an issue as time when on in some ways.
It's easy enough to understand why, live on stage and starry-eyed at Harry McEntire as Aubrey, Johnny missed that in the combat Aubrey cast two levelled spells in the same round (against the rules) as well as using two sorcery spell modifiers in the same round (also against the rules, and they mentioned this on the podcast). Sorcerer was also a new class to everyone, and dealing with a new class is always going to be difficult, especially dropping them in at a higher level rather than starting from level 1 and building up.
However, bluntly, most of the guild weren't using their class/subclass abilities to the fullest. Rules lawyer Andy did the best, so he gets a pass here, and Ellen got sharper with Merilwen over time to stuff like knowing her spell components, tracking her spell slots, and preparing her spells. However, the concept of Egbert as "a paladin who doesn't do paladin things" (quote from the post-Deadlands discussion) was ultimately really limiting not just for Egbert (Mike commented in one podcast episode that he felt he'd trapped himself in only using Egbert's abilities in ways that were funny) but for the entire concept of paladins - Max might as well have been a fighter in the fight in Gnome Alone that they took part in, and we never saw Shattershield fight at all. There were references to combat offscreen in Out of Order, but... that was it. (Additionally, while paladins can be poisoned, as poison and disease are different in 5e rules, paladins can pump out a LOT of healing, and a citadel full of them should have a lot of magical reserves to draw on as a result.)
And Egbert isn't the only one who was limited. One of the biggest features of Great Old One warlocks (which Prudence is, with Cthulhu), is that from level one they have telepathy within 30ft ("Awakened Mind"). Prudence went the entire campaign without using this. Although Johnny allowed the Message cantrip to be treated like this, allowing people to reply to it when RAW it is one-way only, this meant that Dob also essentially gained Prudence's power because he also had Message. Merilwen was limited in her animal forms and the spells that she knew up until level 8, and it was noticeable how everyone was shocked at her power once she had full RAW druid range. Corazón, on the other hand, not only had Andy keeping on top of all of his class and subclass features, but got two subclasses, leaving him about on par or slightly overpowered for the level he should have been looking overpowered because the others didn't use their abilities so well. Meanwhile, Dob was given access to full bardic abilities, but only used bardic inspiration in some of their level 1 adventures and then not much again until the final season.
The counterpart to this under-utilisation of class potential was the amount of 'rule of cool' or 'rule of funny' which sometimes worked well (Merilwen befriending the owlbear in Quiet Riot, or the reflavouring of Thunder Wave to do lightning damage instead based on their initial misunderstanding) and sometimes ended up breaking the game (the "everyone can cast Moonbeam" joke that escalated to the scrolls of Moonbeam that made the finale kind of laughable). Sometimes this seemed to be the time and audience pressure of live shows (allowing Prudence to use the hammer to wheel her way through the skeletons in Stop Hammer Time), but other times it was just letting them do things that went outside the rules (Egbert body-slamming six(?) Otherberts at once in Bad Altitude, or Dob casting all his spells at once in Corpse and Robbers) seemingly preferring the immediate humour or "yes and" over the potential internal logic or end implications.
The contrast between this permissiveness, sometimes to the point of breaking logical immersion, honestly seemed sharper to me when it was laid against Andy's GMing in Deadlands. Whether it was reminding people that there were snipers on the rooftops in Dead Man's Worth or refusing to yes-and a chandelier in More Wonders Than, he made it more difficult for the players and in doing so made them work harder within their skillsets and the setting, making the victories feel harder-won as a result. I'm aware that some people didn't like Andy's GMing specifically because he was less permissive, but I believe that his intention - and the outcome - was a stronger narrative that made the characters feel active and not just lucky. (Liliana lampshaded this in Frenemy at the Gates when she asked whether things often just fell into their laps, like with knowing Binbag, and it almost felt like a spiteful comment so it surprised me to hear it from Johnny.)
What I hope: It has been indicated that Johnny has created the new setting for the next game, so hopefully they have put things more to their liking at the beginning and will not end up seeming to dunk on the premise of their own series. I'm also hoping for everyone to either use more standardised rules, or at least establish in-game standards at the beginning so that all of the characters, and players, feel like they're on a level playing field from the off. Johnny seemed to much more enjoy the systems of Blades in the Dark and Deadlands (which were designed to be less superhero-level) and even the lower levels of Oxventure (especially Tier 1) where the characters were just people who were skilled but not particularly out of the range of normality; I'd be interested to see whether they lean more in that direction and keep the characters lower-powered as a result.
Characters & Character Arcs
Again, it's worth noting that the characters were initially conceived as being for a one-off game, so the initial concepts did not necessarily need planned arcs. However, the rockiness of some of the arcs overall may have contributed to issues with the series, especially as it stretched out over so many years. I'll go through the PCs alphabetically, then Liliana, then mention any other NPCs. There are two elements here - in-character goals, and character arc goals, which both play into things.
Corazón - in my opinion, Corazón had one of the stronger character arcs, which may reflect Andy's interest in writing (and now being published!), going from the coward pirate-wannabe who abandoned his crew to the curse, to the person who threw himself in front of a spell meant for Merilwen. This was highlighted in his reply to Them in Prism Break, even before the Power Word Kill spell. In fact, the Power Word Kill brought a level of pathos to the fact that he had told Them that he was not even done growing as a person. Andy commented on the podcast at some point that he had expected at the beginning to be one of the more morally shady characters (as a pirate), but found himself playing a line of being immoral regarding money but caring deeply about physical hurt or harm to people. Corazón also had two layers of in-character goals - to break the curse (limited) and to become a betterichereal pirate (more open-ended) and find his own identity which allowed him to carry character development over the years even when the curse was ignored for extended periods. Goals: clear and stepped, with the curse as a plot-hook; arc: good and perfectly timed for the finale.
What I hope for: More of the same, really.
Dob - Dob came in early with a clearly defined goal (to find his sister) - but this was done in Brawl of the Wild and Dob has been sort of... undefined ever since. It absolutely makes sense that he would have floundered for a while, but Dob has gone several years without settling on new goal, and Luke also didn't seem to settle on a character arc (the romance subplot in Orbpocalypse Saga through Bride or Die seemed to be almost a character arc, but never got full payoff?) which left Dob feeling... well, at times it almost seemed like Luke wanted to get rid of him to play someone else instead. This was unfortunately also highlighted in conversation with Them, as the response that Dob gave was about him being a "mote of chaos". I obviously couldn't speak for others, but I found this underwhelming and unconvincing as an answer, as it didn't give me any sense of why a powerful celestial being would consider this an argument - if Dob had developed the argument to be that chaos is generative and creative in a way that pure order cannot be, and/or that the free will and agency of sapience demand that they be allowed to act and to try even if they make mistakes or fail, I think there might have been something there, but he didn't really seem to. Goals: had one which formed a good plot-hook, then went without; arc: unclear.
What I hope for: Luke to determine more of a character arc, or series of shorter arcs, perhaps drawing from his Blades in the Dark DMing experience, and to either pick a more open-ended goal or to move along a series of goals over time.
Egbert - Egbert came in with the vaguer goal of "atonement", which gave him more wiggle room, but unfortunately didn't seem to actively pursue it a lot of the time. In Legacy of Dragons it was revealed that he was searching for atonement for the deaths of two Dragon D'Or members - but by this time, so many people around the Oxventurers had died, including innocent bystanders, that the deaths of two other paladins felt like nothing. (Mike commented, again on the podcast, that he agreed with the commenters at the time who agreed that they knew it was his backstory from the beginning because only two paladins had died. The two figure paled next to the collateral damage that the party later caused.) Mike also commented on the podcast that during lockdown, he had made a conscious change with Egbert in to try to avoid combat as much as possible, and to avoid fatal attacks if in combat, but it wasn't clear how long that lasted. It may have been trying to avoid being the annoying/preachy paladin that stopped him from trying to influence the rest of the party or to save lives around them, but unfortunately it meant that it was difficult to see a real sense of wanting to atone in Egbert's arc. Letting innocents die around him isn't exactly less culpable than killing them himself. (Notable incidents included Mule Be Sorry, Wrangle in the Tangle, Hag Reflex, and Squid Pro Quo.) In terms of character arcs, there was definitely an element of going from seeking approval from Dragon D'Or to seeking that of his friends, but that was just a switching of approval-seeking rather than a significant change. Goals: had one, but didn't seem to actively pursue it; arc: moved from pursuing the morals of Dragon D'Or to pursuing the morals of the Oxventurers.
What I hope for: Mike to come back with a character who seeks to pursue their own goals more directly (see Barnaby and Silas, who both felt much stronger in this sense).
Merilwen - Merilwen was supposed to be about balance and protecting nature, but didn't always heavily engage with this point of view, even when the actions of the other Oxventurers should have absolutely led to discussions or disagreements between them. Many people commented on Andy being dickish about shooting seabirds in Legacy of Dragons, but there are other incidents, including the Wrangle in the Tangle (again), Eldritch or Die Trying (where it would have been interesting to see Merilwen's preference for nature clash with the need for the crystal) and the Extinction season which seemed to veer between being set up to be about Merilwen, then swapping to Dob-centric, then cleaning up Corazon's curse. In terms of character arc, I think there might be an element that can be teased out about her not fitting in with elf society and fitting in better with the faster-paced, more chaotic world of shorter-lived peoples, but this feels like speculation on my part more than something intended. Naturally, a character of around 100 is not going to feel as suited to a coming-of-age story as younger ones, but characters of all ages should be able to have character arcs. (Even if they might be slower in longer-lived people like elves - an example I can go to here is Galadriel, from Tolkien, who in her youth was proud and refused a pardon that would have allowed her to return to Valinor, but at the end of LOTR is humble enough to accept and go there. It took millennia for her, but it was a character arc all the same!) In Merilwen's conversation with Them, her uncertainty seemed to talk to this - a lack of clarity about where her characterisation was supposed to have gone over the last few years. I think there was a real opportunity here to explore Merilwen's relationship with morality and the difference between neutrality and passiveness, which unfortunately was missed. Goals: was supposed to be about nature but didn't push for it; arc: [speculation] seeking a non-elven community that she matched better with.
What I hope for: Ellen to have a character with more defined goals or arc, or gaps still to be filled in, rather than a static momentary sketch of personality/character that doesn't feel designed to be changed over time. Again, Lilith with her secrets/looking into the paranormal, and Edie with her goal to help people in a world in which monsters aren't going away, felt stronger as characters with goals and arcs, and I'd be happy to see more of that.
Prudence - Ambitious from the off, Prudence never actually struggled for goals - power, knowledge, magic, influence. The open-endedness of these goals once again served Prudence pretty well for carrying her through individual adventures/games and over the course of the whole canon, even if she didn't come in with clearly-defined (plot hook) goals like Corazón's curse. For the first few years, it felt that her character arc wasn't hugely significant, although there was certainly an element of found family over selfishness that played into it, but Jane also discussed (again, in the podcast) how the werebear element was really quite exciting for her as it allowed her to begin to explore the clash between werebear Lawful Good status and Prudence's usual Chaotic Evil desires. Eldritch or Die Trying explored this in a somewhat exaggerated way, with Cthulhu offering power in exchange for the destruction of the others (I suspect in Prudence's question about specifying people, she was trying to figure out whether she could kill just Liliana) which was a somewhat blatant nod to the character arc but did underline it. (Unlike the others, this also established Prudence's character arc before Them.) Goals: open-ended in a way that leaves them technically incomplete even now but which were stably useful throughout canon; arc: de-isolation and alignment shifting (in a way that should have been ripe for playing off against Liliana's) which played out well.
What I hope for: A character with perhaps some more specific or plot-hook goals as well as broader life goals. Prudence's character arc played out more subtly than Corazón's and sometimes perhaps got lost behind the louder personalities of some of the others, but I do think was well done. A less obvious way to explore or demonstrate it would have been nice.
Liliana - So. Here we go. Liliana was essentially a DMPC for the last season, but was a recurring character before that, with a stated goal of subjecting part or all of G'eth and broader goals (indicated or stated in Prism Break and the finale season generally) of academic/scholarly improvement, arcane knowledge, and the notion of making people appreciate what they have by threatening to take it from them. As a villain, she was threatening, and the layering of goals once again worked here, even with the abrupt movement to 'save G'eth' in the last season because, well, you can't rule what no longer exists. However, I am honestly confused as to what her character arc was supposed to be - whether her stated change of heart in front of Them was real, or whether that was a lie that Them somehow did not call out or challenge. Considering in Frenemy at the Gates, Liliana says that Prudence is the most like her, there was a potential here to play against Prudence's character arc of coming to trust others, even appreciate others, and facing the consequences of suffering making her realise her own flawed logic. I really do not know whether her betrayal of the guild was planned from the beginning (in which case, her talking to Them feels like it was overplayed, and Them should have challenged her on it) or whether Johnny added it because the fight against the giant was over more quickly than anticipated (compare to Dine Hard where the chef was the one person they did not stat up because they didn't expect the guild to fight him). Goals: logical, stepped, and worked for a villain; arc: ????? was there an arc? Was it fake? Was it desperation? Why did she, on 1 hitpoint, try to Power Word Kill Prudence instead of Teleporting away?
What I hope for: I don't know, with this one, really. Liliana's weird arc feels more related to the odd pacing of the last season than an underlying characterisation issue, for me, so I think it's more related to pacing/wanting Oxventure campaign 1 to close out.
Player Etiquette
...okay, this one is going to be a little bit harsh, perhaps. But the main campaign, more than either Blades in the Dark or Deadlands, really suffered from certain players having a bout of Main Character Syndrome.
I say specifically players here, because it was entirely in-character for certain characters (largely Corazón) to think of themselves as the main character and behave as such. However, even if the characters think that, is generally considered good etiquette for the players to treat each other as equals, let each other take turns in the spotlight, and have their Moments.
Good examples would be the group letting Merilwen be the main character in Peak Performance, Prudence explore her sundered relationship with Cthulhu during the Orbpocalypse Saga, or Dob showing off his acting bard chops in Dine Harder.
However, at various times, various people have overstepped. Sometimes in live shows where the audience response and excitement probably played a role (Rolling in the Deep) it's more understandable, but it also happened elsewhere. Mike got some flack for picking up the eyepatch at the end of Cursed Case Scenario and 'ruining' Corazón's moment, but even Johnny called Andy out for muscling in on Dob's subplot in Court in the Act, and Life Finds a Dob was almost uncomfortable at times. There was also something of a trend of Dob deliberately acting against the party for unclear reasons (possibly meant to be humour?) - either running away from them in Life Finds a Dob, refusing to 'share' Corazon's body in Portal Combat, or his contrary behaviour in Hunter Pressure in not wanting to fight the hunters/murderers they were facing.
I'm not sure whether this trend of contrariness fed into the unclear character arc that I mentioned above, or the other way around, or whether the two just fed into each other.
The most extreme example of this was, undoubtedly, Dob jumping in on the shoot-off between Liliana and Prudence right at the end of Portal Combat. Liliana approached Prudence in Frenemy at the Gates because they were the most alike. Prudence was the one with the first kill of the whole campaign, using Eldritch Blast, against the party's wishes and Corazón's protests specifically - how appropriate would it have been for her to get the last kill of the campaign, with Eldritch Blast, in defense of herself and her party and as retribution for Corazón? But instead, Luke inserted Dob into the standoff and Johnny played into it, even to the absurd extent of letting the skeletons use Time Stop (a 9th Level spell) just to explain why Dob's whole conversation with them could take place faster than Prudence could fire off an eldritch blast. Corazón's self-sacrifice and Merilwen's reveal of her Reincarnation spell was therefore also partially overshadowed by Dob sacrificing his magic for one more hitpoint of damage on Liliana rather than letting Prudence have her moment.
What I hope for: some of the lessons learned from other campaigns to lead the players to be better at taking turns, both in terms of people not trying to be the Main Character at inappropriate moments, players stepping up and into the leading role when it is appropriate for them to do so, and Johnny more actively monitoring the balance between the players and shutting down some of the more egregious behaviour
Morality
This... isn't actually going to be complaining about characters behaving immorally or even being evil. Prudence is honestly a great example of how to play an evil character in a way that doesn't break a party, while Corazón works as being immoral about money but moral about hurting people (at least most of the time). I've also thoroughly enjoyed some other games in which the characters have been far from moral (NADDPOD's Trinyvale series is a good example of this - the characters are scam artists, grifters and egotists, and the DM commented that "character growth doesn't have to be positive!"; they complain the entire time while saving the world).
But it's consistency that is more of a sticking point, as well as the player treatment of the moral positions of the party. It's hard to know how to treat the morals of the party when they vary from letting a town burn for being slightly annoying (Mule Be Sorry) to most of the team being ready to forgive a hag who used to eat human(oid) children (Hag Reflex). This isn't just the players either - Stop Hammer Time used the murder of children as a joke, and marked a change in tone for the treatment of NPCs and civilians as not mattering compared to the preferences or comfort of the main characters. The skeletons killing the children wasn't even some sort of monkey's paw scenario about asking for there to be no more orphans in the town, either - it was just nasty shock value, in many ways. And playing this sort of thing for humour makes it quite hard to handle some of the rest of the series as a result.
There also felt like a dissonance, at times, between the objective morality of the characters and how the players seemed to want them to be treated. Prudence never claimed to be anything other than evil, from shooting someone with eldritch blast during the Spicy Rat Caper to enjoying Hammerdahl's necromancy in Extinction - Jane even indicated that she wanted to explore shifting Prudence's alignment post-Fast and the Furriest, which can be seen as Prudence is much less interested in random acts of destruction and seems quite happy to get her kicks scaring or torturing people (Silent Knight) or watching the gruesome spectacle at the end of Knight Shift. So Jane's plans matched Prudence's behaviour - a softening of her deliberately evil acts, but still happy to let others be evil.
For the others, though, it didn't always match. Merilwen's "True Neutral" label often felt more like passively letting her party members be evil, rather than actively seeking balance, Egbert was supposed to be on the search for atonement but regularly allowed or took part in atrocities, and Dob seemed more inclined to act on what the audience or Luke thought was funny (or even deliberately seeking to be contrary) rather than following a consistent attitude to morality. His vaguely annoyed "Skeletons!" and hands on hips in return to "It's orphans, boss" was clearly played for laughs, and in Mule Be Sorry he turns on the town easily, which then makes it feel strange when in Hag Reflex he objects to letting the hag live. Dob's infatuation with Liliana and Katie Pearlhead, both of whom have killed or caused the deaths of great numbers of people, also makes it harder to take his claims to morality at all seriously. The potential moral issues of Merilwen killing the Otherberts to prevent them from taking a message to Liliana (Bad Altitude) is turned into accusing her of "war crimes", but it is absurd in the face of how many other innocent bystanders the guild had killed or caused to die in other stories (from as early as Quiet Riot, in which the paladins were annoying but killing them was honestly overboard, to as late as Squid Pro Quo where Dob seemed to forget that five people had died and then brushed off the deaths).
NPCs also got hit by this at times, from the town mayor in Mule Be Sorry (again) who put his townsfolk on spike growth just to cross it, to the chef in Dine Harder who was abruptly made a cannibal to get a fight going, to the decay of morally Good characters like Captain Shattershield turning away from the Upside Down Mistmire when in his first appearance he had been willing to fight Death itself for being on Mistmire's grounds. It's hard to take seriously moral questions about keeping the Dragon Under Mistmire in its shelter, and the accidentally-caused deaths of two paladins, when the guild has been responsible for much worse.
What I hope for: an approach to morality that does not prioritise momentary humour over consistency; evil behaviour to be acknowledged as evil and owned rather than treated as protagonist-centric; a moral balance which makes it possible to really explore moral issues and concerns rather than extreme behaviour which then makes it impossible to treat conflict seriously. Legacy of Dragons, as a standalone arc seeking Egbert's redemption, exploring the protection vs freedom of the gold dragon, and considering how to improve vs break systems, had some really great potential - but because of extreme 'rule of funny' behaviour in the past, it was impossible to really feel that it had the moral gravitas and weight that it deserved. When the skeletons go from murdering a dozen innocent children (Stop Hammer Time) to giving Merilwen a bad haircut (Mean Gulls) and this is almost treated as somehow consistent in evilness, it makes it harder to respect the characters or the expectation of moral standards.
The Good: The humour, the quick-wittedness, the variety of stories. Roleplaying moments such as Egbert and Shattershield in Legacy of Dragons, Corazón putting his old self behind him at the Curse Hole, or Merilwen saying "I'll make you" to Vex.
The Bad: Unclear character arcs, inconsistent moralities, underpowered classes but at the same time game-breakingly permissive DMing, and some Main Character Syndrome moments.
The Hope: Learning from teething issues and setting up a game system that the DM doesn't resent so much, to better enable people to balance and play off each other in a less jarring and more consistent way.
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2024.05.18 19:24 Hz-Enes WHO IS TOMMAN 65?
2024.05.18 19:20 Athrek Guide to the Optimal Questing Route, Second Half
Hello everyone! Here is the Second Half of the guide. I hope everyone enjoys the guide and please let me know if you have any suggestions, fixes or feedback!
WARNING: SPOILERS AHEAD Quest Cleanup Nepheli/Dung EateSeluvis
Note: You can complete Seluvis' Quest by giving the potion to Nepheli, but this guide will follow the path that gives the most rewards, specifically 2 Ancient Smithing Stones and a Puppet vs just a Puppet. This path will lock out one of the game's endings, but it's an ending that isn't required for an Achievement.
- From the Fallen Ruins of the Lake Grace: Head West to talk with Varre and receive the Lord of Blood's Favor.
- From the Foot of the Four Belfries Grace: Head North-East up to the top of the mountain and grab the Four Belfries Grace.
- Open the chest nearby to get an Imbued Sword Key.
- Use the Imp Statue North-East that has the message "Precipice of Anticipation" written nearby.
- Enter the portal to reach the Chapel of Anticipation.
- Kill the boss if you didn't at the start of the game.
- Head South across the bridge and up the stairs.
- Enter the small doorway to the North-West to grab The Stormhawk King
- Go into the building and jump down then interact with the dead finger maiden to dye the Lord of Blood's Favor.
- From the Fallen Ruins of the Lake Grace: Head West to talk with Varre and receive the Bloody Finger.
- Talk with Varre again to receive the Pureblood Knight's Medal
- Use the Pureblood Knight's Medal to enter Mohgwyn Dynasty Mausoleum
- Head South-West to grab the Dynasty Mausoleum Entrance Grace
- Follow the path South up the stairs and proceed as desired until you grab the Dynasty Mausoleum Midpoint Grace on the other end of the cave.
- Go back into the cave and Invade White Mask Varre
- Talk with Varre to receive Varre's Bouquet
- From the Roundtable Hold: Talk with the Finger Reader and purchase Radahn's Lion Armor from her.
- Go into the room past the Twin Maiden Husks to talk with the Dung-Eater and exhaust his dialogue to receive the Sewer-Gaol Key
- Head down the stairs past Blacksmith Hewg and talk with Nepheli.
- Talk with Gideon about Nepheli
- Return to Nepheli to exhaust her dialogue and give her The Stormhawk King. Be careful not to click too fast or you could accidentally give her the potion instead.
- From the Godrick the Grafted Grace: Rest at the grace, then rest at it again(Gostoc will disappear)
- Go North-West and talk with Nepheli to receive Ancient Dragon Smithing Stone
- Talk with Gostoc nearby to have access to purchase another Ancient Dragon Smithing Stone.
- From the Avenue Balcony Grace: Go down the stairs then jump over the railing to the West onto the roof.
- Jump down and go around the building to the North-West to find a well.
- Go down the well and continue forward until you grab the Underground Roadside Grace.
- Leave the room and go North to jump down the hole on the left to enter a sewer tunnel filled with rats.
- Follow the path North-West then South-West past the rats and flowers to climb the ladder.
- Open the cell and talk with Dung-Eater to release him.
- From the Outer Wall Battleground Grace: Head South-East up the stairs and keep heading East past the graveyard.
- Follow the road South-East down the slope to the pond.
- Head West to the other side of the pond and talk with Blackguard Big Boggart to buy a Boiled Crab and exhaust his dialogue.
- Reload and talk with Blackguard Big Boggart again to receive Iron Ball and Blackguard's Iron Mask
- Kill the Dung Eater Invader for the Sword of Milos.
- From the Roundtable Hold: Talk with the Dung-Eater and exhaust his dialogue.
- From the Underground Roadside Grace: Follow the same path as before to the cell where you found the Dung-Eater.
- Talk with the Dung-Eater to Administer Seluvis's Potion. Again, be careful not to click too fast or you could give him the Seedbed Curse.
- Once you are no longer able to talk with him, kill him to receive the Omen Armor Set. You will still have access to the puppet.
- From Ranni's Rise Grace: Head South-East to Seluvis's Rise and talk with Seluvis. You can now learn Sorcery from him.
- Talk with him about his chambers and choose the Jarwight Puppet as it is the more expensive of the 2.
- Reload and talk with him then reload and talk with him again to purchase Finger Maiden Therolina Puppet.
- Talk with him again to ask about his scheme and give him the Amber Starlight Shard.
- Talk with him again to receive the Magic Scorpion Charm
Quest Cleanup Rennala/Sellen/Boc/Fia/Ranni
- From Ranni's Rise: Go up the lift and talk with Ranni to give her the Fingerslayer Blade and receive the Carian Inverted Statue.
- From Royal Moongazing Grounds: Head North-West to Renna's Rise and go up the ladder to grab the Snow Witch Armor Set from the chest behind you.
- Continue up to use the portal and grab the Miniature Ranni from the coffin in front of you.
- Go South and grab the Ainsel River Main Grace
- Rest at the Grace and talk to the miniature Ranni 3 times.
- Follow the path South-West and stick to the river then through the doorway of the building to grab the Nokstella, Eternal City Grace
- Continue following the river West to find the lift in the final building on the left.
- Take the lift down to grab the Nokstella Waterfall Basin Grace
- Go through the small tunnel South-West to kill the Baleful Shadow and receive the Discarded Palace Key
- Continue through the doorway South-West and take the lift down to grab the Lake of Rot Shoreside Grace
- Proceed across the Lake of Rot as desired to the far South-West and grab the Grand Cloister Grace.
- From the Agheel Lake South Grace: Follow the road North and into the basement of the Waypoint Ruins to kill the Mad Pumpkin Head boss.
- Grab the Waypoint Ruins Cellar Grace
- Open the nearby door and ask to learn Sorcery from Sellen
- Show Azur's sorcery to Sellen, ask for her story and journey together with her.
- Talk to Sellen about her favor to receive the Sellian Sealbreaker
- From the Church of the Plague Grace: Head North-East up the slope and attack the illusory wall behind the large grave to reveal a cave
- Grab the Sellia Hideaway Grace
- Proceed through the cave as desired and interact with the seal at the bottom of the crevice.
- Talk with Lusat to receive the Stars of Ruin
- From the Waypoint Ruins Cellar: Talk with Sellen and tell her Lusat's location to receive a Starlight Shard.
- Talk with Sellen about her request.
- From the Bridge of Sacrifice Grace: Head West over the rocks and follow along the edge of the forest going very far West to the cliffs just past the ruins.
- Make your way up the cliffs, going North when possible to find the church and grab the Church of Pilgrimage Grace.
- Head far South-West, past the ruins and the evergaol to find the second church and grab the Fourth Church of Marika Grace.
- Go South and enter the basement of the Witchbane Ruins to talk with Sellen and receive Sellen's Primal Glintstone then exhaust her dialogue.
- Reload and talk with Jerren
- From Ranni's Rise: Head North-East into the basement of the ruins where you found Seluvis' puppets and interact with Sellen to give her Sellen's Primal Glintstone.
- From the Raya Lucaria Grand Library Grace: Open the chest nearby to receive the Dark Moon Ring
- Talk with Rennala and buy a rebirth to receive the Balled Up Emote.
- Go through the doors South-East and pick a sign to use. This guide will assume Sellen's as it offers more rewards and has extra steps to complete but if you choose to help Jerren, kill him afterwards for his armor.
- Defeat Jerren to receive the Eccentric's Armor Set
- Talk with Sellen to receive the Glintstone Kris and purchase Shard Spiral from her.
- Reload and grab the Witch's Glintstone Crown from nearby
- Head South-East through the doors and down the elevator
- Continue South-East into the other building and use the portal North-East to grab the Church of Vows Grace
- Open the chest in the church to receive the Gold Sewing Needle and the Golden Tailoring Tools
- Talk with Miriel nearby and give him the Golden Order Principia
- Purchase the Law of Regression from Miriel
- Follow the road East, then South-East to grab the Eastern Tableland Grace
- Continue following the road South to grab the Study Hall Entrance Grace
- Use the Carian Inverted Statue on the altar.
- Proceed through the Carian Study Hall as desired to grab the Liurnia Tower Bridge Grace
- Head East across the bridge to kill the Godskin Noble and receive the Godskin Noble Armor Set
- Continue East through the doors and up the lift to grab the Divine Tower of Liurnia Grace
- Go up the stairs and grab the Cursemark of Death and Stargazer Heirloom
- From the Primeval Sorcerer Azur Grace: Grab the Azur Armor Set from where you found him
- From the Sellia Hideaway Grace: Grab the Lusat Armor Set from where you found him
- From the East Capital Rampart Grace: Talk with Boc and exhaust his dialogue to give him the Gold Sewing Needle.
- Talk to Boc about his favor and grant his request to receive the My Lord Emote
- From the Prince of Death's Throne Grace: Talk with Fia and ask her to hold you
- Talk with Fia as she holds you to give her the Cursemark of Death and receive the Radiant Baldachin's Blessing then keep talking with Fia to exhaust her dialogue
- Reload and talk with her again
- Reload once more and interact with her to kill the Lichdragon Fortissax.
- Grab the Mending Rune of the Death-Prince from Fia.
- Reload to grab Fia's Armor Set
- Kill D, Beholder of Death to retrieve the Twinned Armor Set you lent him and take Inseparable Sword as interest.
- From the Grand Cloister Grace: Make your way down South-West to use the coffin
- Kill Astel, Naturalborn of the Void and grab the Grace.
- Head North-East into the tunnel and use the lift to grab the Moonlight Altar Grace
- Follow the road North-East to the cathedral and grab the Cathedral of Manus Celes Grace.
- Grab all of the Starlight Shards nearby for later.
- Drop down into the hole and give Ranni the ring.
- Talk with Ranni to receive the Dark Moon Greatsword.
- From the Ranni's Rise Grace: Head outside and defeat Blaidd to receive Blaidd's Armor Set and the Royal Greatsword.
- Go South to Seluvis's Rise to grab the Preceptor Set and purchase the Dung Eater Puppet from Seluvis's corpse
- Follow the cliff East and hop down to the bottom to find Pidia and receive the Dolores the Sleeping Arrow Puppet.
- From the Road to the Manor Grace: Talk with Iji and tell him of Blaidd's death.
- Reload to grab Iji's Mirrorhelm
Intelligence Required
Make sure to have the capability to get at least 37 Intelligence, even if just temporary. You can buff to this much even at 7 Intelligence, which is the lowest possible from Starting Class.
Intelligence Boosts: - Intelligence-knot Crystal Tear +10
- Twinsage Glintstone Crown +6
- Stargazer Heirloom +5
- Godrick's Great Rune +5
- Grafted Blade Greatsword's Ash of War +5
- Marika's Soarseal +5 (this isn't available at this point in the guide)
- Marika's Scarseal +3
Quest Progression Brother Corhyn/Goldmask/Hyetta
- From the Erdtree Sanctuary Grace: Equip the Law of Regression and prepare any necessary buffs to get to 37 Intelligence.
- Head West and go down the lift then the stairs to find a message that says "Regression alone reveals secrets"
- Stand on the message and cast Law of Regression to see the statue change then read the new message in front of you.
- From the West Capital Rampart Grace: Follow the path South-East past the branches and up the cliff continuing South-East to talk with Brother Corhyn about Goldmask
- Tell Goldmask the Truth to receive the Golden Order Totality Emote
- Talk with Brother Corhyn again to exhaust his dialogue.
- From the Underground Roadside Grace: Enter the hole that you went down on your way to the Dung Eater's prison cell.
- Run past the rats and enter the sewer pipe on the right.
- Run past the slugs, avoiding falling down the holes, until your reach an intersection with an open tunnel and a gate with no door
- Go right through the gate with no door and defeat the big guys to climb the ladder
- Use the lever to open the shortcut just in case
- Open the door and drop down to the left.
- Follow this path until you see a giant flower below you and instead turn around to go into the path under the stairs.
- Follow this path to the end to kill another big guy and climb another ladder
- Open the shortcut door just in case
- On the bridge before the shortcut door, go up the pipe and follow it to the end.
- Drop down to the left and jump onto the wooden walkway to go through the doorway.
- Kick the ladder to your left to lower it for an alternative route, just in case
- Jump down into the pipe below to see two paths. Go the path that does NOT have the gate with no door. You should see a rat on the correct path.
- Follow this path forward and jump over the first hole to fight a giant rat.
- Past the giant rat is a second hole that you should fall into. You can see a corpse with an item inside this hole.
- Open the shortcut gate nearby, just in case.
- Continue going down the path to climb down a ladder.
- Use the nearby lift to grab the Forsaken Depths Grace
- Go down the path North-East and kill Mohg, the Omen and grab the Cathedral of the Forsaken Grace
- Hit the altar and parkour your way to the bottom to grab the Frenzied Flame Proscription Grace.
WARNING: From here you have a choice. If you grab the Frenzied Flame then you will be locked out of all other endings unless you do ALL of the following:
- Help Millicent
- Defeat Malenia
- Defeat Placidusax
If you are confident you can do that, or want the Frenzied Flame Ending, then go ahead and proceed with this section. Otherwise you can wait until you have done all 3 of the above and come back at any time. So proceed at your own risk!
- From the Frenzied Flame Proscription Grace: Strip yourself of all equipment and interact with the door.
- Talk with Hyetta and exhaust her dialogue for the Frenzied Flame Seal
Mountaintops of the Giants
- From the Avenue Balcony Grace: Follow the road North-East and open the giant door
- Go up the stairs heading South-East and use the lift to reach the top
- Head East across the bridge and use the lift to grab the Forbidden Lands Grace
- Follow the path East and North-East to grab the Grand Lift of Rold Grace
- Use the lift to and head North-East to grab the Zamor Ruins Grace
- Grab the Ronin Armor Set nearby if you grabbed the Frenzied Flame. You can also kill Shabriri for it if desired.
- Follow the path going East then North until you fire a bunch of Fire Monks and a bridge.
- Go down the path South-East from the start of the bridge to grab the Giants' Mountaintop Catacombs Grace
- Proceed through the catacombs as desired to kill the boss and grab a Deathroot from the chest.
- From the Giants' Mountaintop Catacombs Grace: Leave the catacombs and cross the bridge.
- Head North-East up the path to grab the Ancient Snow Valley Ruins Grace
- Talk with Millicent and exhaust her dialogue.
- Head North to the frozen river then go West to invade Juno Hoslow, Knight of Blood and receive the Hoslow Armor Set and Hoslow's Petal Whip
- Go South and use the Spirit Jump then go onto the bridge to the East
- Talk with Corhyn and Goldmask to exhaust their dialogue.
- Go North-East to the Stargazer's Ruins and summon the Spirit Jellyfish Ashes to open the basement seal and collect the Primal Glintstone Blade from the chest.
- Cross the bridge to the West
- Follow the path East to grab the Snow Valley Ruins Overlook Grace next to the bridge.
- Head North-West and kill the Tibia Mariner on the cliff's edge to receive a Deathroot
- Go down the cliffs going North-West then go North-East to the castle to grab the Castle Sol Main Gate Grace
- Proceed through the area as desired to grab the Church of the Eclipse Grace
- Continue proceeding as desired to kill Commander Niall and grab the Castle Sol Rooftop Grace.
- Go up the lift behind the boss room to grab the Haligtree Secret Medallion (Left)
- From the Snow Valley Ruins Overlook Grace: Head North-East and grab the Freezing Lake Grace South-West of the frozen lake.
- Follow the edge of the lake far South-East to find a church and grab the First Church of Marika Grace
- Go West up the slope to grab the Whiteridge Road Grace
- Head South-West up the slope and cross the chains to grab the Giants' Gravepost Grace
- Go up the slope to the South, hugging the East wall and grab the Foot of the Forge Grace near the giant hand.
- Cross the chains to the North or South to kill the Fire Giant and grab the Fire Giant Grace
- Cross the chains to the North-East and go North to grab the Forge of the Giants Grace
- Light the flame to enter Crumbling Farrum Azula
- Proceed as desired to grab the Crumbling Beast Grave Grace
Volcano Manor
- From the Volcano Manor Grace: Talk with Patches to receive the Magma Whip Candlestick
- Talk with Rya to tell her the Truth and give her the Serpent's Amnion
- Talk with Bernahl to receive Gelmir's Fury
- Talk with Tanith to receive the Taker's Cameo and See the Lord
- Grab the Audience Pathway Grace
- Enter the boss room to grab the Serpent Hunter
- Kill Rykard, Lord of Blasphemy grab the Rykard, Lord of Blasphemy Grace
- Grab the Eye Surcoat from nearby
- From the Volcano Manor Grace: Talk with Patches, Bernahl and Tanith to exhaust their dialogue
- Grab the My Thanks Emote
- Reload to grab the Tonic of Forgetfulness from Tanith's chair
- From the Rykard, Lord of Blasphemy Grace: Attack Tanith and kill Tanith's Knight to receive Aspects of the Crucible: Breath and grab the Consort's Armor Set
- From the Temple of Eiglay Grace: Go up the lift and jump over the balcony to the East
- Follow the path East and then North-West into the window near the Iron Virgin
- Open the door and follow the path West into the room with the lift
- Use the lift and jump into the doorway to the North on the way down
- Jump out the window and enter the room nearby to talk with Rya but don't give her the Tonic of Forgetfulness
- Reload and talk with her again but still don't give her the Tonic of Forgetfulness
- Reload and grab Zorayas's Letter and Daedicar's Woe
Consecrated Snowfield
- From the Grand Lift of Rold Grace: Go to use the lift and switch to Hoist secret medallion to enter the Hidden Path to the Haligtree
- Proceed through the area as desired but make sure to kill the boss to receive the final Deathroot
- After killing the boss, take the teleport to grab the Hidden Path to the Haligtree Grace
- Head North to grab the Consecrated Snowfield Grace
- Continue far North to grab the Inner Consecrated Snowfield Grace just before the frozen river
- Keep going North to grab the Ordina, Liturgical Town Grace
- Head North-West to the church and defeat the Walking Mausoleum outside by hitting the skulls
- Grab the Apostate Derelict Grace in the church
- Grab the Silver Mirrorshield nearby and summon Latenna
- Talk to Latenna to receive a Somber Ancient Dragon Smithing Stone
- From the Ordina, Liturgical Town Grace: Head North through the town and use the Imp Statue
- Enter the evergaol and light the 4 statues to break the seal.
- Head up the stairs North-East to use the portal and grab the Haligtree Canopy
Miquella's Haligtree
- From the Haligtree Canopy Grace: Proceed through the branches as desired until you reach the Haligtree Town Grace
- From the Haligtree Town Grace: Proceed through the area as desired until you grab the Haligtree Town Plaza Grace
- Continue proceeding through the area to grab the lift shortcut.
- Kill Loretta, Haligtree Knight and grab the Haligtree Promenade Grace
- Follow the path past the boss room as desired to grab the Prayer Room Grace
- Talk to Millicent nearby
- Proceed through the area as desired to grab the Elphael Inner Wall Grace
- Continue proceeding through the area as desired to grab the Drainage Channel Grace
- From the Drainage Channel Grace: Go back West and up the ladder to go outside
- Go up the slope to the North and cross the branch going South-West to the pool of rot.
- Kill the Putrid Tree Spirit
- Go to the cliff on the North-West side to have a choice. Invading Millicent will give you Millicent's Prosthesis. Aiding Millicent will give you Rotten Wing Insignia and the Unalloyed Gold Needle which is needed to cure the Frenzied Flame. This guide will assume you Aided Millicent as it has more steps.
- After Aiding Millicent, talk to her on the North-West side of the rot pool to receive the Rotten Wing Insignia.
- Reload and grab the Unalloyed Gold Needle
- From the Drainage Channel Grace: Proceed as desired until you grab the Haligtree Roots Grace.
- Kill Malenia and grab the Malenia, Goddess of Rot Grace
- Interact with the Scarlet Aeonia to receive Miquella's Needle
Quest Cleanup Gowry/Gurranq/Gideon
- From the Church of the Plague Grace: Go West down the cliff to Gowry's Shack and collect the Flock's Canvas Talisman
- From the Bestial Sanctum Grace: Talk to Gurranq, Beast Clergyman and give him all 9 Deathroot to receive the Clawmark Seal, Beast Eye, Bestial Sling, Bestial Vitality and Ash of War: Beast's Roar.
- Reload and damage Gurranq enough for him to surrender
- Reload and talk with Gurranq again to receive Beast Claw, Stone of Gurranq, Beastclaw Greathammer, Gurranq's Beast Claw and an Ancient Dragon Smithing Stone.
- From the Dynasty Mausoleum Midpoint Grace: Kill Mohg, Lord of Blood and grab the Cocoon of the Empyrean Grace
- From the Roundtable Hold: Talk to Gideon and tell him about the secret medallions, the Haligtree Roots, Mohgwyn Palace and the Lord of Blood's cocoon for Black Flame's Protection, Lord's Divine Fortification, Fevor's Cookbook [3] and Law of Causality
Crumbling Farum Azula
- From the Crumbling Beast Grave Grace: Proceed through the area as desired until you reach the Dragon Temple Grace
- Kill the Godskin Duo and grab the Dragon Temple Altar Grace
- Continue proceeding through the area as desired and find the Imp Statue located where the most North-West red building is
- Use the Imp Statue to grab the Dragon Temple Lift Grace
- Proceed as desired going South from the Dragon Temple Lift Grace to find Alexander, Warrior Jar
- Talk with and defeat Alexander, Warrior Jar
- Talk with him again to receive the Shard of Alexander and Alexander's Innards
- From the Dragon Temple Lift Grace: Go down the lift and proceed as desired until you reach the Beside the Great Bridge Grace
- Climb the stairs to the West and then follow the path going North to it's end
- Kill the Invader Recusant Bernahl to receive the Blasphemous Claw, Devourer's Scepter and Beast Champion Armor Set
- From the Beside the Great Bridge Grace: Go down the lift and make your way West out of the building.
- Run to the cliff to the West and fall off the edge to the path below the cliff
- Make your way down to the bottom and interact with the empty grave to enter the boss room.
- Kill Dragonlord Placidusax and grab the Dragonlord Placidusax Grace
- If you wish to be rid of the Frenzied Flame and allow other endings: Use Miquella's Needle to cure yourself.
- From the Beside the Great Bridge Grace: Kill Maliketh, the Black Blade
Quest Cleanup Brother Corhyn/Goldmask/Jarbairn/Patches
- Grab the Leyndell, Capital of Ash Grace nearby
- Head far South and talk with Brother Corhyn
- Reload to grab Corhyn's Robe and a Flail
- Head South-West not up the stairs, across the branch bridge and receive the Mending Rune of Perfect Order from Goldmask
- Reload and grab the Goldmask Armor Set
- From the Jarburg Grace: Talk with Jarbairn on the staircase nearby and agree to be his Potentate
- Reload and talk to him again
- Reload and talk to him one more time to give him Alexander's Insides and exhaust his dialogue
- Reload and grab the Companion Jar from where he was on the stairs.
- From the Shaded Castle Inner Gate Grace: Follow the path to the North up the ladder and up the lift to the boss room.
- Just before the boss room, talk with Patches to receive the Dancer's Castanets and exhaust his dialogue
- Reload to confirm he disappears
- From the Murkwater Cave Grace: Go to the boss room and open the chest.
- Don't kill the boss to receive the Patches' Crouch Emote
- Kill Patches to receive a +7 Spear and the Leather Armor Set
- From here you can complete the game as desired. The only unique rewards you will be missing are the Nepheli Loux Puppet and Millicent's Prosthesis which can both be acquired fairly early on NG+.
And with that, all of the questlines are completed! If you enjoyed the guide, be sure to check out my other
Guides.
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